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Lorenzutti, Nico – English Teaching Forum, 2016
Games offer more than just fun and play, and the analyses suggest that varying vocabulary activities is important if learners are to practice all the aspects of word knowledge. However, despite all the evidence, just claiming that playing games is a good way to practice the language is often not enough to win the argument. Because author Nico…
Descriptors: Vocabulary, Educational Games, Teaching Methods, Vocabulary Development
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May, Jeffrey; York, Jim; Lending, Diane – Journal of Information Systems Education, 2016
Scrum has become a widely-used framework for technology development in both private industry and the government. As a result, Information Systems recruiters and executives have recently been placing a focus on students with Scrum knowledge. Unfortunately, current System Analysis and Design textbooks provide cursory attention to Scrum. Thus, the…
Descriptors: College Students, Games, Manipulative Materials, Concept Formation
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Mowling, Claire M.; Martin, Ellen H. – Journal of Physical Education, Recreation & Dance, 2016
The purpose of this article is to describe a hybrid model designed to assist in developing students as their own best individual and peer coaches. As students interact with the content through a hands-on approach, they are able to develop higher-order thinking skills by analyzing and evaluating skill performance using a games-centered approach.…
Descriptors: Thinking Skills, Coaching (Performance), Physical Education, Models
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Short, Daniel – Teaching Science, 2016
The tragedy of the commons is one of the principal tenets of ecology. Recent developments in experiential computer-based simulation of the tragedy of the commons are described. A virtual learning environment is developed using the popular video game "Minecraft". The virtual learning environment is used to experience first-hand depletion…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Video Games
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Ott, Kate – American Journal of Sexuality Education, 2016
When seeking a more nuanced understanding of sexuality, participants can benefit from hands-on activities that provide experience with the limitation of descriptors and social shaping of definitions. In many sexuality education contexts, participants enter the learning environment with a narrow definition of sexuality. The following game provides…
Descriptors: Sexuality, Learning Activities, Sex Education, Teaching Methods
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Volmar-Vega, Vilmarie; Kozub, Francis M. – Strategies: A Journal for Physical and Sport Educators, 2016
Chiqui-traca-ban-tau is a creative dance activity that can be enjoyed by a wide range of children. It is also a game that provides teachers with a physical activity option that promotes higher-order thinking and remembering skills necessary to support learning in the Common Core. The game involves each child taking a turn leading a four-beat…
Descriptors: Physical Education, Creativity, Dance Education, Games
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Fitzpatrick, Caroline; Oghia, Michael J.; Melki, Jad; Pagani, Linda S. – South African Journal of Childhood Education, 2016
We review the state of evidence supporting a link between violent media exposure in preschoolaged children and subsequent well-being outcomes. We searched through four decades (1971-2011) of literature for enlightening details on the relationship between early exposure to media violence and health outcomes in later childhood and adolescence.…
Descriptors: Violence, Mass Media Effects, Preschool Children, Aggression
Gold, Paul R. – ProQuest LLC, 2016
The purpose of this study was to explore potential predictive relationships between college and university students' electronic media choices and their sense of social adjustment to college life. This study reviewed previous theoretical constructs related to socialization among college students. An online questionnaire was then presented to…
Descriptors: College Students, Social Adjustment, Student Adjustment, Social Media
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Ekinci, Nurullah Emir; Ustun, Umit Dogan; Ozer, Omer – Online Submission, 2016
This study aims to investigate digital game addiction of high school students according to gender and regular sport participation. For this 398 high school students who were randomly chosen voluntarily participated in the study. In addition to personal information from the Turkish version of Lemmens and colleagues'a game addiction scale was used…
Descriptors: Addictive Behavior, High School Students, Gender Differences, Athletics
Cutumisu, Maria; Schwartz, Daniel L. – International Association for Development of the Information Society, 2016
This study examines the effect of choosing versus receiving feedback on the learning performance of n = 98 post-secondary students from California on a digital poster design task. The study employs a yoked experimental design where college students are randomly assigned to play a choice-based assessment game, Posterlet, in one of two conditions,…
Descriptors: Feedback (Response), College Students, Academic Achievement, Research Design
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Greenhalgh, Spencer Paul – AERA Online Paper Repository, 2016
This paper examines how students perceive their proficiency in a second language to affect their ability to complete ethical tasks in an educational game. Students' limited proficiency in a second language may impede their ability to carry out real-world tasks; this may cause problems for classes in which the tasks are just as important as…
Descriptors: Language Proficiency, Second Language Learning, Educational Games, Ethics
Barbara Rácz – Sage Research Methods Cases, 2016
This case discusses an embedded-multiple case study design applied in my PhD research. Its particularity, besides the method, is that it was placed in an international context investigating the use of movement and games in Modern Foreign Language (MFL) learning/teaching in inclusive educational contexts. Therefore, it provides information on…
Descriptors: Modern Languages, Second Language Learning, Second Language Instruction, Teaching Methods
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Aloizou, Valeria; Chasiotou, Tania; Retalis, Symeon; Daviotis, Theodoros; Koulouvaris, Panagiotis – Educational Media International, 2021
The unprecedented situation of COVID-19 which resulted in the closure of schools, enforced the educational community worldwide to find alternative ways to design the learning process. In special education the challenges are greater due to the need of individualized learning in 1:1 base, physical prompt, visual support and direct reinforcement.…
Descriptors: COVID-19, Pandemics, School Closing, Educational Technology
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Ling, Henry Wai-Hang; Tsang, Kenneth Ho-Him; Yu, Kenneth Sau-Yin; Lee, Vincent Wan-Ping; Wong, Johnny Chung-Yee; Ng, Ka-Ying; Sun, Icy; Ngan, Avis – International Journal of Game-Based Learning, 2021
This research explores the possibility of providing a general guideline for the use of LEGO® SERIOUS PLAY® (LSP) in youth work and examining the experiences of the frontline youth workers in Hong Kong who have adopted LSP to engage youngsters, who have been experiencing enormous socioeconomic challenges in different aspects. A 12-session workshop…
Descriptors: Foreign Countries, Educational Games, Toys, Play
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Bektas Cetinkaya, Yesim – Novitas-ROYAL (Research on Youth and Language), 2021
This study assesses vocabulary size of university students in an EFL context and unfolds the vocabulary development processes of successful learners through learners' reflective accounts. The study used a mixed methodology to collect and analyze the data. The quantitative data were collected from 93 university students who major in English…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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