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Arora, A.; Arora, A. Saxena – Decision Sciences Journal of Innovative Education, 2015
This article provides educators in business schools with a new interdisciplinary experiential lab game called Supply Chain-Marketing (SC-Mark) Shark Tank game, which can be implemented in both Supply Chain Management (SCM) and Marketing courses. The SC-Mark experiential lab game is a real-life business environment simulation that explores…
Descriptors: Business Administration Education, Experiential Learning, Educational Games, Interdisciplinary Approach
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Manches, Andrew; Duncan, Pauline; Plowman, Lydia; Sabeti, Shari – TechTrends: Linking Research and Practice to Improve Learning, 2015
Children's interaction with technology is evolving; increasingly there are devices that can capture and respond seamlessly to their everyday activity. This raises pertinent questions such as: how these technologies shape children's activity; how the data from their activity is used, and to what extent children, and their parents, are…
Descriptors: Internet, Information Technology, Computer Games, Childhood Attitudes
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Van Nuland, Sonya E.; Roach, Victoria A.; Wilson, Timothy D.; Belliveau, Daniel J. – Anatomical Sciences Education, 2015
Competition is a key element in many educational games and is often adopted by educators in an effort to motivate and excite their students. Yet, the use of academic competition in educational institutions remains the subject of much debate. Opponents argue that academic competition causes an increase in student anxiety and divides their…
Descriptors: Anatomy, Medical Education, Competition, Undergraduate Students
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Betts, Paul – Teaching Children Mathematics, 2015
Counting all and counting on are distinct counting strategies that can be used to compute such quantities as the total number of objects in two sets (Wright, Martland, and Stafford 2010). Given five objects and three more objects, for example, children who use counting all to determine quantity will count both collections; that is, they count…
Descriptors: Computation, Mathematics Skills, Mathematics Instruction, Arithmetic
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Herro, Danielle C. – Canadian Journal of Learning and Technology, 2015
This case uses a worked or "working example" model (Gee, 2010), documenting the implementation of a novel game design curriculum in the United States. Created by an Instructional Technology Administrator (ITA) and two classroom teachers, it was subsequently offered to high school students. With an aim of providing in-depth understanding…
Descriptors: Games, Design, High School Students, Secondary School Curriculum
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Paz, Luciano; Goldin, Andrea P.; Diuk, Carlos; Sigman, Mariano – Cognitive Science, 2015
Seventy-three children between 6 and 7 years of age were presented with a problem having ambiguous subgoal ordering. Performance in this task showed reliable fingerprints: (a) a non-monotonic dependence of performance as a function of the distance between the beginning and the end-states of the problem, (b) very high levels of performance when the…
Descriptors: Grade 1, Elementary School Students, Play, Games
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Altura, Gerard J.; Curwood, Jen Scott – Journal of Adolescent & Adult Literacy, 2015
Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…
Descriptors: Foreign Countries, Video Games, Academic Achievement, Learning
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Repenning, Alexander; Webb, David C.; Koh, Kyu Han; Nickerson, Hilarie; Miller, Susan B.; Brand, Catharine; Her Many Horses, Ian; Basawapatna, Ashok; Gluck, Fred; Grover, Ryan; Gutierrez, Kris; Repenning, Nadia – ACM Transactions on Computing Education, 2015
An educated citizenry that participates in and contributes to science technology engineering and mathematics innovation in the 21st century will require broad literacy and skills in computer science (CS). School systems will need to give increased attention to opportunities for students to engage in computational thinking and ways to promote a…
Descriptors: Games, Design, Computer Science Education, Computer Simulation
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Arena, Dylan – Theory Into Practice, 2015
Video games are pervasive in today's culture, and the time kids spend playing them may seem, from a teacher's perspective, as time that is lost to education. Sometimes, sadly, this is true. But many good video games, although not explicitly educational in focus, provide powerful experiences that are rich fodder for subsequent instruction. Looking…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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Sala, Giovanni; Gorini, Alessandra; Pravettoni, Gabriella – SAGE Open, 2015
Chess is thought to be a game demanding high cognitive abilities to be played well. Although many studies proved the link between mastery in chess and high degree of intelligence, just few studies proved that chess practice can enhance cognitive abilities. Starting from these considerations, the main purpose of the present research was to…
Descriptors: Mathematics Skills, Thinking Skills, Problem Solving, Games
Tarpley, Carol Taylor – ProQuest LLC, 2015
Mathematics scores on national and international tests for students in the United States have indicated that students in the United States have procedural understanding of mathematics but lack conceptual understanding (TIMMS, 2012; U.S. Department of Education, 2013). Therefore, the purpose of this study was to determine if an added enrichment of…
Descriptors: Mathematics Instruction, Grade 4, Vocabulary Development, Instructional Effectiveness
Swanier, Cheryl Anita Small – ProQuest LLC, 2015
We live in a digital age and technology is constantly changing, therefore the way people learn and perceive information is starting to change. Hence, virtual learning environments may be a new and innovative way to stimulate minds. In the book "Virtually There," Stephen Heppell explains, Learning is breaking out of the narrow boxes that…
Descriptors: Computer Simulation, Educational Environment, Video Games, Mathematics Achievement
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Chin, Jui-Chih; Tsuei, Mengping – Educational Technology & Society, 2014
The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…
Descriptors: Educational Games, Video Games, Teaching Methods, Young Children
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Kuo, Melissa H.; Orsmond, Gael I.; Coster, Wendy J.; Cohn, Ellen S. – Autism: The International Journal of Research and Practice, 2014
This study explores how adolescents with autism spectrum disorder (ASD) use media, and the factors associated with their media use. A total of 91 adolescents with ASD and their parents completed mail-based surveys. In all, 78% of the adolescents with ASD watched television (approximately 2 h/day), and 98% used computers (approximately 5 h/day) on…
Descriptors: Adolescents, Autism, Pervasive Developmental Disorders, Mass Media Use
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Laski, Elida V.; Siegler, Robert S. – Developmental Psychology, 2014
We tested the hypothesis that encoding the numerical-spatial relations in a number board game is a key process in promoting learning from playing such games. Experiment 1 used a microgenetic design to examine the effects on learning of the type of counting procedure that children use. As predicted, having kindergartners count-on from their current…
Descriptors: Games, Numbers, Learning, Cognitive Processes
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