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Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation
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Nelson-Walker, Nancy J.; Doabler, Christian T.; Fien, Hank; Gause, Marshall; Baker, Scott K.; Clarke, Ben – Society for Research on Educational Effectiveness, 2013
Widespread concern has been expressed about the persistent low mathematics achievement of students in the US, particularly for students from low-income and minority backgrounds and students with disabilities. Instructional gaming technology, when designed and fictionalized well, has the potential to improve the motivation and mathematics…
Descriptors: Mathematics Achievement, Low Achievement, At Risk Students, Educational Games
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Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
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Amenyo, John-Thones – Journal of Educational Computing Research, 2012
Carefully engineered playable games can serve as vehicles for students and practitioners to learn and explore the programming of advanced computer architectures to execute applications, such as high performance computing (HPC) and complex, inter-networked, distributed systems. The article presents families of playable games that are grounded in…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Programming
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Wright, Geoffrey A.; Rich, Peter; Leatham, Keith R. – Technology and Engineering Teacher, 2012
Programming is a fundamental component of modern society. Programming and its applications influence much of how people work and interact. Because of people's reliance on programming in one or many of its applications, there is a need to teach students to be programming literate. Because the purpose of the International Technology and Engineering…
Descriptors: Multiple Literacies, Standards, Junior High School Students, Secondary School Curriculum
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Chen, Zhi-Hong; Liao, Calvin C. Y.; Cheng, Hercy N. H.; Yeh, Charles Y. C.; Chan, Tak-Wai – Educational Technology & Society, 2012
As a medium for learning, digital games provide promising possibilities to motivate and engage students in subject learning. In this study, a game-based learning system, My-Pet-My-Quest, is developed to support pupils' math learning. This is due to the fact that most students in Taiwan have relatively lower positive attitude towards math learning,…
Descriptors: Academic Achievement, Goal Orientation, Students, Foreign Countries
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Ballester, Jorge; Pheatt, Charles B. – Physics Teacher, 2012
The study of motion is central in physics education and has taken many forms as technology has provided numerous methods to acquire data. For example, the analysis of still or moving images is particularly effective in discussions of two-dimensional motion. Introductory laboratory measurement methods have progressed through water clocks, spark…
Descriptors: Physics, Motion, Computer Software, Video Games
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Zuppiroli, Sara; Ciancarini, Paolo; Gabbrielli, Maurizio – IEEE Conference on Software Engineering Education and Training, Proceedings (MS), 2012
Software product line development refers to software engineering practices and techniques for creating families of similar software systems from a basic set of reusable components, called shared assets. Teaching how to deal with software product lines in a university lab course is a challenging task, because there are several practical issues that…
Descriptors: Engineering, Undergraduate Study, Foreign Countries, Computer Software
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Grieser, Joshua D.; Gao, Yong; Ransdell, Lynda; Simonson, Shawn – Measurement in Physical Education and Exercise Science, 2012
The purpose of this study was to determine the intensity of Nintendo Wii Fit games using indirect calorimetry. Twenty-five college students completed Wii Fit activity sessions at two difficulty levels within aerobics, strength, and yoga categories. Resting metabolic rate and exercise oxygen uptake were measured, and metabolic equivalents were…
Descriptors: Video Games, Physical Activities, College Students, Metabolism
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Oggins, Jean; Sammis, Jeffrey – International Journal of Mental Health and Addiction, 2012
In this study, 438 players of the online video game, World of Warcraft, completed a survey about video game addiction and answered an open-ended question about behaviors they considered characteristic of video game addiction. Responses were coded and correlated with players' self-reports of being addicted to games and scores on a modified video…
Descriptors: Video Games, Feedback (Response), Correlation, Surveys
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Muller, Sean; Abernethy, Bruce – Research Quarterly for Exercise and Sport, 2012
Expert performers in striking sports can hit objects moving at high speed with incredible precision. Exceptionally well developed anticipation skills are necessary to cope with the severe constraints on interception. In this paper, we provide a review of the empirical evidence regarding expert interception in striking sports and propose a…
Descriptors: Evidence, Expertise, Games, Models
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Belli, Stefano R.; Rogers, Robert D.; Lau, Jennifer Y. F. – Journal of Adolescence, 2012
Twenty-four adults (aged 19-35) and 27 adolescents (aged 13-14) played as "Trustee" in an iterated Trust Game against a pre-programmed set of "Investor" moves, said to belong to an unknown co-player. Trustee behaviour was examined first in response to normative Investor cooperation, and then in response to a period of social rupture caused by…
Descriptors: Adolescents, Cooperation, Trustees, Adults
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Koc, Mustafa; Iskender, Murat; Cardak, Mehmet; Dusunceli, Betul – Educational Research and Reviews, 2012
School managers undertake an important duty in structuring of education institutions. In the study carried out in this context; anger conditions, continuity, and direction of anger, anger control levels and anger styles of school managers who are the decision makers in schools were examined according to the ages, working periods, duty types, ways…
Descriptors: Psychological Patterns, Birth Order, Administrators, Education
Olson, Cathy Applefeld – Teaching Music, 2012
When music lessons really jell for Marilyn Hostetler's students, there's an unmistakable energy that literally sizzles in the air. "Whether you're in the classroom, or even working with adults at a conference or workshop, when real learning happens, it becomes addictive," she says. It was that addiction that first propelled Hostetler…
Descriptors: Music Education, Student Motivation, Music Teachers, Educational Games
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Li, Qing – Educational Technology Research and Development, 2012
This study is intended to deepen our understanding of enactivism, an emergent theoretical paradigm, through empirical exploration of teacher undertakings as digital game creators. Specifically, it explores the affordances and constraints, two important enactivism concepts, of practicing teachers' experiences in designing and developing games for…
Descriptors: Teachers, Computer Games, Instructional Design, Experience
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