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Silcox, Mark – Journal of Aesthetic Education, 2012
The practice of make-believe has traditionally been viewed as valuable by psychologists and philosophers more or less exclusively as a mechanism for social initiation, a tool for everyday problem solving, or a method for children to learn about adult responsibilities. This instrumentalist approach has influenced the development of a wide variety…
Descriptors: Imagination, Fantasy, Games, Play
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Witt, Jessica K.; Sugovic, Mila; Taylor, J. Eric T. – Journal of Experimental Psychology: Human Perception and Performance, 2012
According to the action-specific account of perception, perceivers see the environment relative to their ability to perform the intended action. For example, in a modified version of the computer game Pong, balls that were easier to block looked to be moving slower than balls that were more difficult to block (Witt & Sugovic, 2010). It is unknown,…
Descriptors: Perception, Ability, Influences, Observation
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Lutz, Heather; Vang, David O.; Raffield, William D. – Performance Improvement, 2012
The motivation for this research was to understand under what conditions supply chain cooperation might be feasible and under what circumstances it is not. Whereas previous research focuses on dyads in a supply chain, our research seeks to examine a possible factor that can explain why truly cooperative supply chains involving more than two firms…
Descriptors: Game Theory, Cooperation, Business Administration, Systems Approach
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McDaniel, Thomas R.; Childers, Pamela B. – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2011
Prospective authors submitting articles to "The Clearing House" ("TCH") or other professional journals should realize that publishing success depends, in part, on game strategies. This article by the Executive Editors of "TCH" identifies 10 strategies, based on metaphors from competitive sports, that can help authors win at the publication game.…
Descriptors: Writing for Publication, Games, Game Theory, Periodicals
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Ruggiero, Dana; Garcia de Hurtado, Belen; Watson, William R. – International Journal of Game-Based Learning, 2013
In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university's Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined…
Descriptors: Juvenile Justice, Delinquency, Intervention, Pilot Projects
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen – Educational Technology & Society, 2013
Learning styles are considered to be one of the factors that need to be taken into account in developing adaptive learning systems. However, few studies have been conducted to investigate if students have the ability to choose the best-fit e-learning systems or content presentation styles for themselves in terms of learning style perspective. In…
Descriptors: Cognitive Style, Student Needs, Educational Games, Cognitive Processes
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Berger, Richard; McDougall, Julian – Literacy, 2013
This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…
Descriptors: Video Games, English Literature, Secondary School Students, Undergraduate Students
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Cheng, Yuh-Ming; Lou, Shi-Jer; Kuo, Sheng-Huang; Shih, Ru-Chu – Australasian Journal of Educational Technology, 2013
In order to improve and promote students' environmental knowledge, attitudes, and behaviour, integrating environmental education into the primary education curriculum has become a key issue for environmental education. For this reason, this study aimed to investigate elementary school students' acceptance of technology applying digital game-based…
Descriptors: Student Attitudes, Primary Education, Environmental Education, Intention
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Davis, Deborah; Fasano, Velery; Starling, Jennifer – Texas Journal of Literacy Education, 2013
Increasing student's critical thinking is the focus of many current education discussions. Experts in reading agree that the keys to building critical thinking include: engagement, novelty, cooperative learning, and discussion. Wiggins and McTighe (2005) insist that deep learning and critical thinking can be developed by using questions based on…
Descriptors: Critical Thinking, Games, Thinking Skills, Graduate Students
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Miller, Jonathan F.; Lazarus, Eben M.; Polyn, Sean M.; Kahana, Michael J. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2013
In recalling a list of previously experienced items, participants are known to organize their responses on the basis of the items' semantic and temporal similarities. Here, we examine how spatial information influences the organization of responses in free recall. In Experiment 1, participants studied and subsequently recalled lists of landmarks.…
Descriptors: Memory, Spatial Ability, Recall (Psychology), Responses
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Huo, Mingkui – International Journal of Higher Education, 2013
The knowledge-sharing activity is a major drive force behind the progress and innovation of university teacher team. Based on the evolutionary game theory, this article analyzes the knowledge-sharing process model of this team, studies the influencing mechanism of various factors such as knowledge aggregate gap, incentive coefficient and risk…
Descriptors: Knowledge Management, Sharing Behavior, College Faculty, Team Teaching
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Baker, Mark; Beltran, Jane; Buell, Jason; Conrey, Brian; Davis, Tom; Donaldson, Brianna; Detorre-Ozeki, Jeanne; Dibble, Leila; Freeman, Tom; Hammie, Robert; Montgomery, Julie; Pickford, Avery; Wong, Justine – College Mathematics Journal, 2013
Sets in the game "Set" are lines in a certain four-dimensional space. Here we introduce planes into the game, leading to interesting mathematical questions, some of which we solve, and to a wonderful variation on the game "Set," in which every tableau of nine cards must contain at least one configuration for a player to pick up.
Descriptors: Mathematics Instruction, College Mathematics, Mathematical Concepts, Educational Games
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Taalman, L.; Tongen, A.; Warren, B.; Wyrick-Flax, F.; Yoon, I. – College Mathematics Journal, 2013
This paper introduces a new matrix tool for the sowing game Tchoukaillon, which establishes a relationship between board vectors and move vectors that does not depend on actually playing the game. This allows for simpler proofs than currently appear in the literature for two key theorems, as well as a new method for constructing move vectors.We…
Descriptors: College Mathematics, Mathematics Instruction, Validity, Educational Games
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Gilad, Benjamin; Chussil, Mark – Performance Improvement, 2013
Executive development programs teach various skills deemed important in future leaders and help shape future leadership and its performance. However, they are often excessively focused on competencies required for dealing with internal issues and relationships. They do a much less admirable job preparing future executives for the unique skills…
Descriptors: Management Development, Competition, Games, Performance Technology
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Kouh, Minjoon; Holz, Danielle; Kawam, Alae; Lamont, Mary – Physics Teacher, 2013
The advent of new sensor technologies can provide new ways of exploring fundamental physics. In this paper, we show how a Wiimote, which is a handheld remote controller for the Nintendo Wii video game system with an accelerometer, can be used to study the dynamics of circular motion with a very simple setup such as an old record player or a…
Descriptors: Motion, Physics, Technology Uses in Education, Video Games
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