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Katz, Adrienne – Jessica Kingsley Publishers, 2016
The internet and mobile devices play a huge role in teenagers' home and school life, and it is becoming more and more important to effectively address e-safety in secondary schools. This practical book provides guidance on how to teach and promote e-safety and tackle cyberbullying with real-life examples from schools of what works and what schools…
Descriptors: Secondary School Students, Child Safety, Internet, Bullying
Paquette, Luc; Rowe, Jonathan; Baker, Ryan; Mott, Bradford; Lester, James; DeFalco, Jeanine; Brawner, Keith; Sottilare, Robert; Georgoulas, Vasiliki – International Educational Data Mining Society, 2016
Computational models that automatically detect learners' affective states are powerful tools for investigating the interplay of affect and learning. Over the past decade, affect detectors--which recognize learners' affective states at run-time using behavior logs and sensor data--have advanced substantially across a range of K-12 and postsecondary…
Descriptors: Models, Affective Behavior, Intelligent Tutoring Systems, Games
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Nastally, Becky L.; Dixon, Mark R. – Psychological Record, 2012
In the current study, 3 participants with a history of problem gambling were exposed to computerized slot machine play consisting of outcomes that depicted wins, losses, and near misses (2 out of 3 identical slot machine symbols). Participants were asked to rate each type of outcome in terms of its closeness to a win on a scale of 1 to 10 before…
Descriptors: Addictive Behavior, Intervention, Therapy, Counseling Techniques
Enfield, Jacob – ProQuest LLC, 2012
Few instructional design (ID) models exist which are specific for developing educational games. Moreover, those extant ID models have not been rigorously evaluated. No ID models were found which focus on educational games with complex learning objectives. "Ten Steps to Complex Learning" (TSCL) is based on the four component instructional…
Descriptors: Educational Games, Instructional Design, Simulation, Formative Evaluation
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Zhang, Jun; Hedden, Trey; Chia, Adrian – Cognitive Science, 2012
Theory-of-mind (ToM) involves modeling an individual's mental states to plan one's action and to anticipate others' actions through recursive reasoning that may be myopic (with limited recursion) or predictive (with full recursion). ToM recursion was examined using a series of two-player, sequential-move matrix games with a maximum of three steps.…
Descriptors: Perspective Taking, Theory of Mind, Games, Logical Thinking
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Slezak, Diego Fernandez; Sigman, Mariano – Journal of Experimental Psychology: General, 2012
The time spent making a decision and its quality define a widely studied trade-off. Some models suggest that the time spent is set to optimize reward, as verified empirically in simple-decision making experiments. However, in a more complex perspective compromising components of regulation focus, ambitions, fear, risk and social variables,…
Descriptors: Decision Making, Reaction Time, Accuracy, Games
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Morris, Pamela – International Journal of Listening, 2012
This simple exercise, performed in teams, gives students practice in listening to instructions, particularly when there are restrictions for the communication. The teams compete in a limited amount of time to build a Lego[TM] structure based on the instructions of one team member. Which team listens the best and is most successful?
Descriptors: Teamwork, Toys, Listening, Listening Skills
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Kazepides, Tasos – Educational Philosophy and Theory, 2012
The purpose of this paper is to show that genuine dialogue is a refined human achievement and probably the most valid criterion on the basis of which we can evaluate educational or social policy and practice. The paper explores the prerequisites of dialogue in the language games, the common certainties, the rules of logic and the variety of common…
Descriptors: Dialogs (Language), Educational Philosophy, Public Policy, Educational Practices
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Twietmeyer, Gregg – Quest, 2012
What, to borrow a theological phrase, are the marks of a truly holistic kinesiology department? "In Kinesis and the Nature of the Human Person" (2010), I examined the theoretical impact of Aristotle's definition of "kinesis" and Polanyi's theory of "tacit knowledge" on kinesiology. The intention here, however, is practical rather than theoretical.…
Descriptors: Physical Activities, Humanities, Physical Education, Epistemology
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Faust, Kyle A.; Faust, David; Baker, Aaron M.; Meyer, Joseph F. – International Journal of Mental Health and Addiction, 2012
Even when relatively infrequent, deviant response sets, such as defensive and careless responding, can have remarkably robust effects on individual and group data and thereby distort clinical evaluations and research outcomes. Given such potential adverse impacts and the widespread use of self-report measures when appraising addictions and…
Descriptors: Item Analysis, Addictive Behavior, Questionnaires, Video Games
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Hombas, Vassilios – International Journal of Mathematical Education in Science and Technology, 2012
This article shows a generalization of Galileo's "passe-dix" game. The game was born following one of Galileo's [G. Galileo, "Sopra le Scoperte dei Dadi" (Galileo, Opere, Firenze, Barbera, Vol. 8). Translated by E.H. Thorne, 1898, pp. 591-594] explanations on a paradox that occurred in the experiment of tossing three fair "six-sided" dice.…
Descriptors: Mathematics Instruction, Probability, Calculus, Mathematical Concepts
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Franzwa, Christopher; Tang, Ying; Johnson, Aaron; Bielefeldt, Talbot – International Journal of Game-Based Learning, 2014
This article presents the underlying philosophy of Sustain City, an educational serious game system that engages students, particularly prospective and beginning science and engineering students, in a series of engineering design challenges. Various strategies implemented in Sustain City for achieving a balance of fun and learning are discussed,…
Descriptors: Educational Games, Learner Engagement, Learning Motivation, Novices
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Dieker, Lisa A.; Rodriguez, Jacqueline A.; Lignugaris/Kraft, Benjamin; Hynes, Michael C.; Hughes, Charles E. – Teacher Education and Special Education, 2014
The future of virtual environments is evident in many fields but is just emerging in the field of teacher education. In this article, the authors provide a summary of the evolution of simulation in the field of teacher education and three factors that need to be considered as these environments further develop. The authors provide a specific…
Descriptors: Teacher Education, Virtual Classrooms, Simulated Environment, Electronic Learning
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Eves, Daniel J.; Redd, J. Ty – Journal of College Science Teaching, 2014
Sequential science courses that cover multiple semesters, with each course serving as a prerequisite for subsequent courses, create a unique challenge for student engagement and success, as students are expected not only to engage with the new material, but also to quickly connect it with previously learned material. Games, simulations, and other…
Descriptors: Science Instruction, Teaching Methods, Chemistry, Educational Games
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Abrams, Sandra Schamroth; Walsh, Sara – Journal of Adolescent & Adult Literacy, 2014
This article explores the ways "gamification" can play a role in adolescents' development of vocabulary. Gamification involves the application of game-design thinking and play elements to non-game activities, such as routine homework or classroom lessons. Drawing upon data from in-school and after-school settings, the authors…
Descriptors: Games, Design, Play, Adolescents
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