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Montana Office of Public Instruction, 2019
The Montana Youth Risk Behavior Survey (YRBS) is administered by the Montana Office of Public Instruction every two years to students in grades 7 through 12. The purpose of the survey is to help monitor the prevalence of behaviors that not only influence youth health, but also put youth at risk for the most significant health and social problems…
Descriptors: High School Students, Health Behavior, Risk, At Risk Persons
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Zheng, Meixun; Spires, Hiller A. – International Journal of Virtual and Personal Learning Environments, 2014
This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon…
Descriptors: Elementary School Students, Grade 5, Learner Engagement, Attention
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Ebrahimzadeh, Mohsen; Alavi, Sepideh – Cogent Education, 2016
The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to…
Descriptors: English (Second Language), English Language Learners, Student Attitudes, High School Students
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Ayaz, Mehmet Fatih; Karatas, Kasim – World Journal on Educational Technology: Current Issues, 2016
The aim of the research is to examine the internet addiction of adolescents according to their genders, the type of their high-schools and class level, the time interval that they use internet most widely, their internet usage duration and usage purpose. For that, it is studied with 335 high-school students in Elazig city of Turkey in 2015. The…
Descriptors: Foreign Countries, High School Students, Adolescents, Internet
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Nelson, Larry J.; Coyne, Sarah M.; Howard, Emily; Clifford, Brandon N. – Developmental Psychology, 2016
An approach-avoidance model of social withdrawal (Asendorpf, 1990) identifies 3 types of social withdrawal including shyness, unsociability, and avoidance. Each appears to be uniquely associated with varying indicators of maladjustment in emerging adulthood (Nelson, 2013) but little, if any, work has been done to see how they might be linked to…
Descriptors: Withdrawal (Psychology), Young Adults, Social Media, Electronic Mail
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Whinnery, Stacie B.; Whinnery, Keith W.; Eddins, Daisy – Physical Disabilities: Education and Related Services, 2016
This article addresses the challenges educators face when attempting to find a balance between both functional and academic skill instruction for students with severe, multiple disabilities including motor impairments. The authors describe a strategy that employs embedded instruction of early numeracy and functional motor skills during physical…
Descriptors: Numeracy, Psychomotor Skills, Teaching Methods, Educational Games
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Darr, Benjamin J.; Cohen, Alexander H. – Journal of Political Science Education, 2016
Sociologists have long recognized the utility of modified forms of Monopoly as tools for teaching about social stratification within the United States. We present an adaptation of Monopoly to help instructors teach students how capitalism plays out in a liberalizing world economy. By taking on roles as CEOs of global companies based in different…
Descriptors: Educational Games, Social Systems, Social Stratification, Neoliberalism
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Schaen, Richard J.; Hayden, Garry; Zydney, Janet M. – Teaching Children Mathematics, 2016
The best Science, Technology, Engineering, and Mathematics (STEM) design challenges are student centered, with students themselves making the key decisions. But with young children who are still learning basic academic and social skills, implementing projects where they truly take the lead can be quite challenging. To give students at one…
Descriptors: Computer Oriented Programs, STEM Education, Elementary School Students, Grade 1
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Feldman, Maurice A.; Owen, Frances; Andrews, Amy E.; Tahir, Munazza; Barber, Rachel; Griffiths, Dorothy – Journal of Applied Research in Intellectual Disabilities, 2016
Background: Persons with intellectual disabilities (ID) experience a wide range of health problems. Research is needed on teaching persons with intellectual disabilities about their health to promote self-advocacy. This study used a RCT to evaluate a health knowledge training program for adults with intellectual disabilities and verbal skills.…
Descriptors: Randomized Controlled Trials, Intellectual Disability, Health Education, Program Evaluation
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Martínez, Fernando; Barraza, Claudia; González, Nimrod; González, Juan – Educational Technology & Society, 2016
Affective computing seeks to create computational systems that adapt content and resources according to the affective states of the users. However, the detection of the user's affection such as motivation and emotion is challenging especially when an attention problem is present. An approach to convey learning resources to children with learning…
Descriptors: Foreign Countries, Children, Affective Behavior, Attention Deficit Hyperactivity Disorder
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Sato, Aiko; de Haan, Jonathan – International Journal of Instruction, 2016
The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration,…
Descriptors: Foreign Countries, Experiential Learning, Educational Games, High School Students
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Caruana, Albert; La Rocca, Antonella; Snehota, Ivan – Journal of Marketing Education, 2016
Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited. The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent. Drawing on a survey among 173 students engaged in a simulation game as part of a course in a…
Descriptors: Marketing, Business Administration Education, Educational Games, Student Satisfaction
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Reitz, Liesa; Sohny, Aline; Lochmann, Gerrit – International Journal of Game-Based Learning, 2016
The authors present a novel way of oral language training by embedding the English as a foreign language (EFL) learning process into a generic 3D Cooperative Virtual Reality (VR) Game. Due to lack of time, resources and innovation, the language classroom is limited in its possibilities of promoting authentic communication. Therefore, the…
Descriptors: Oral Language, English (Second Language), Second Language Instruction, Simulated Environment
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Marcon, Nerissa; Faulkner, Julie – English in Australia, 2016
Digital games are positioned in literacy research as integral to contemporary youth culture and their potential as a learning resource continues to be explored in current literature. This paper examines the use of "Minecraft" as a pedagogical tool to motivate girls' literacy practices within the secondary English classroom. The data…
Descriptors: Foreign Countries, Computer Games, Teaching Methods, Learning Motivation
Kim, Keehyung – ProQuest LLC, 2016
This dissertation, which comprises three independent essays, explores the dynamics of online user behavior and provides IS policy implications across three different applications. The first essay employs an econometric empirical analysis to examine the role of IT interventions on online users' gambling behavior, based on field data collected over…
Descriptors: Online Systems, Behavior Patterns, Use Studies, Users (Information)
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