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Martí-Centelles, Vicente; Rubio-Magnieto, Jenifer – Journal of Chemical Education, 2014
Deep knowledge of the periodic table is one of the most important keys to understand the basic principles of Chemistry. Memorizing the elements of the groups and periods is one of the most commonly used strategies to learn the position of each element in the periodic table; nevertheless, it is a hard task for most students. The use of card games…
Descriptors: Chemistry, Tables (Data), Secondary School Science, College Science
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Seli, Paul; Carriere, Jonathan S. A.; Thomson, David R.; Cheyne, James Allan; Martens, Kaylena A. Ehgoetz; Smilek, Daniel – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014
In the present work, we investigate the hypothesis that failures of task-related executive control that occur during episodes of mind wandering are associated with an increase in extraneous movements (fidgeting). In 2 studies, we assessed mind wandering using thought probes while participants performed the metronome response task (MRT), which…
Descriptors: Foreign Countries, Executive Function, Attention Control, Undergraduate Students
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Siko, Jason; Barbour, Michael – Journal of Interactive Learning Research, 2014
Using Homemade PowerPoint games as an instructional strategy incorporates elements of game design and constructionism in the classroom using "Microsoft PowerPoint," which is ubiquitous in schools today. However, previous research examining the use of these games has failed to show statistical differences in performance. In the second…
Descriptors: Educational Strategies, Instructional Design, Educational Games, Constructivism (Learning)
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Borro-Escribano, Blanca; Del Blanco, Ángel; Torrente, Javier; Alpuente, Itziar Martínez; Fernández-Manjón, Baltasar – Educational Technology Research and Development, 2014
The exceptional success achieved by the Spanish National Transplant Organization (ONT) in recent years has made other countries highly interested in following this organization's methodologies. A good training program is one of the key elements of the ONT. Until 2012, the ONT training program was a paper-based case teaching method, and the small…
Descriptors: Foreign Countries, Training, Case Method (Teaching Technique), Simulation
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Beavis, Catherine – Journal of Adolescent & Adult Literacy, 2014
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance of digital culture and communication forms in many young people's lives and the multiple forms of literacy students engage with as they work, interact and play. Amongst these, videogames, whether played on PCs, laptops, wiis, or on mobile devices…
Descriptors: Teaching Methods, Video Games, English Instruction, Language Arts
Wang, Lin; Lang, Yong; Luo, Zhongmin – International Association for Development of the Information Society, 2014
As a new member joining the technology family, active video games have been developed to promote physical exercise. This working-in-progress paper shares an ongoing project on examining the basic motor abilities that are enhanced through participating in commercially available active video games. [For the full proceedings see ED557181.]
Descriptors: Video Games, Psychomotor Skills, Exercise, Motor Development
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Cramer, Jenny Christine – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
Argumentation and proof have been in the focus of attention in mathematics education research for several decades. While it has often been pointed out that it is important to give argumentation a prominent position in the mathematics classroom, it is far from clear how to teach argumentation, particularly to students from non-privileged…
Descriptors: Persuasive Discourse, Educational Philosophy, Logical Thinking, Mathematics Education
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Erica L. Snow; Mathew E. Jacovina; Laura K. Allen; Jianmin Dai; Danielle S. McNamara – Grantee Submission, 2014
This study investigates variations in how users exert agency and control over their choice patterns within the game-based ITS, iSTART-2, and how these individual differences relate to performance. Seventy-six college students interacted freely with iSTART-2 for approximately 2 hours. The current work captures and classifies variations in students'…
Descriptors: Personal Autonomy, College Students, Individual Differences, Game Based Learning
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Piotrowski, Chris – College Student Journal, 2015
This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…
Descriptors: Video Games, Late Adolescents, Young Adults, Violence
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Macpherson, Kevin; Charlop, Marjorie H.; Miltenberger, Catherine A. – Journal of Autism and Developmental Disorders, 2015
A multiple baseline design across participants was used to examine the effects of a portable video modeling intervention delivered in the natural environment on the verbal compliments and compliment gestures demonstrated by five children with autism. Participants were observed playing kickball with peers and adults. In baseline, participants…
Descriptors: Autism, Interpersonal Competence, Physical Activities, Athletics
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Koivisto, Antti; Merilampi, Sari; Sirkka, Andrew – International Journal of Game-Based Learning, 2015
Trials on Mobile Games are presenting a huge potential in cognitive, physical and mental rehabilitation. This paper is to discuss user viewpoints of trials with mobile games combining cognitive stimulation and physical exercise in rehabilitation: Game#1 controlled by tilting the mobile phone embedded in a balance board; Game#2 controlled by…
Descriptors: Telecommunications, Handheld Devices, Video Games, Teaching Methods
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Bahatheg, Raja Omar – International Education Studies, 2015
This research tries to investigate the technical contribution on improving the social interaction of hearing-impaired children from low income families in Saudi Arabia. It compares the social interaction skills of hearing-impaired children who do and do not have access to iPads. To achieve the goals of the study; seventeen children aged five years…
Descriptors: Handheld Devices, Educational Technology, Hearing Impairments, Foreign Countries
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Reese, Debbie Denise – British Journal of Educational Technology, 2015
The "Selene: A Lunar Construction GaME" instructional video game is a robust research environment (institutional review board approved) for investigating learning, affect, and the CyGaMEs Metaphorics approach to instructional video game design, embedded assessment, and informatics analysis and reporting. CyGaMEs applies analogical…
Descriptors: Video Games, Educational Technology, Research, Design
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Jerman Blažic, Andrej; Džonova Jerman Blažic, Borka – Journal of Educational Computing Research, 2015
This article explores existing attempts to design a comprehensive and complex taxonomy framework for an educational business game intended to categorize and evaluate various properties. The identified missing elements in the current proposed taxonomies were used as a starting point for the design of a new category that addresses the game's…
Descriptors: Educational Games, Business, Business Education, Taxonomy
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Chepko, Stevie; Doan, Robert – Journal of Physical Education, Recreation & Dance, 2015
This article focuses on establishing a mastery climate where all students find success and start on the road to physical literacy. Using a five-step approach, physical educators will be offered guidance for developing practice tasks that lead to skill mastery. These steps include creating a mastery environment, designing deliberate practice tasks,…
Descriptors: Skill Development, Mastery Learning, Critical Thinking, Problem Solving
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