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Sung, Han-Yu; Hwang, Gwo-Jen – Computers & Education, 2013
In this study, a collaborative game-based learning environment is developed by integrating a grid-based Mindtool to facilitate the students to share and organize what they have learned during the game-playing process. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science…
Descriptors: Cooperative Learning, Games, Science Instruction, Instructional Effectiveness
Merchant, Guy – Language and Education, 2013
In large parts of the developed world, increased connectivity has led to changes in the communicational landscape. Meaning-making associated with new media disturbs established ways of describing and defining literacy, leading some academics and educators to identify "new literacies" as a distinct break from traditional and predominantly…
Descriptors: Literacy, Information Technology, Films, Video Games
Stevens, Jon – ProQuest LLC, 2013
This dissertation examines two information-structural phenomena, Givenness and Focus, from the perspective of both syntax and pragmatics. Evidence from English, German and other languages suggests a "split" analysis of information structure--the notions of Focus and Givenness, often thought to be closely related, exist independently at…
Descriptors: Grammar, Discourse Analysis, Syntax, Pragmatics
The Design and Development of a Computerized Attention-Training Game System for School-Aged Children
Wang, Tsui-Ying; Huang, Ho-Chuan – International Association for Development of the Information Society, 2013
A computerized attention-training game system has been developed to support attention training for school-aged children. The present system offers various types of computer games that provide training in different aspects of attention, such as selective attention, sustained attention, and divided attention. The N-tier architecture of the Web-based…
Descriptors: Computer Games, Attention, Children, Web Based Instruction
Kerr, Deirdre; Chung, Gregory K. W. K. – Journal of Educational Data Mining, 2012
The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…
Descriptors: Evidence Based Practice, Design, Academic Achievement, Educational Games
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2012
Educators are well aware that in order to positively impact children's learning, media and technology must be integrated into the teaching and learning activities of instructional environments. In order to be a powerful catalyst for learning, media and technology resources must complement the learning goals, the instructional practices, and the…
Descriptors: Public Television, Educational Television, Educational Technology, Technology Uses in Education
Kontour, Kyle – Bulletin of Science, Technology & Society, 2012
With the rise of the so-called military-entertainment complex, critical scholars note with alarm the integration of the political economies of entertainment companies and the military, in particular its potential influence on millions of young people who consume its concomitant films, toys and especially video games. Seen from a broad perspective,…
Descriptors: Video Games, Masculinity, Social Theories, War
Barab, Sasha; Pettyjohn, Patrick; Gresalfi, Melissa; Volk, Charlene; Solomou, Maria – Computers & Education, 2012
Grounded in our work on designing game-based curriculum, this paper begins with a theoretical articulation of transformational play. Students who play transformationally become protagonists who use the knowledge, skills, and concepts of the educational content to first make sense of a situation and then make choices that actually transform the…
Descriptors: Learning Theories, Curriculum Design, Play, Outcomes of Education
Silva, Greis F. Mireya; Salgado, Luciana Cardoso de Castro; Suplino, Maryse; Raposo, Alberto Barbosa – Themes in Science and Technology Education, 2014
Collaborative multitouch applications have been designed to support social interaction and collaboration skills in people with mild autism. However, this kind of application generally is not designed specifically for people with severe autism. We have proposed a set of collaborative strategies to manipulate the elements in the interface aiming to…
Descriptors: Autism, Figurative Language, Interpersonal Relationship, Qualitative Research
Damico, Julie – Science Teacher, 2014
This article describes the Exploring Experimental Design lesson, which uses a Pictionary-style approach to introduce the elements of the third science and engineering practice: Planning and Carrying Out Investigations, found in "A Framework for K-12 Science Education" (NRC 2012) and the "Next Generation Science Standards"…
Descriptors: Science Instruction, Design, Science Experiments, Inquiry
Eichenbaum, Adam; Bavelier, Daphne; Green, C. Shawn – American Journal of Play, 2014
The authors review recent research that reveals how today's video games instantiate naturally and effectively many principles psychologists, neuroscientists, and educators believe critical for learning. A large body of research exists showing that the effects of these games are much broader. In fact, some types of commercial games have been…
Descriptors: Video Games, Educational Technology, Cognitive Development, Older Adults
McKenna, John W.; Flower, Andrea – Beyond Behavior, 2014
As schools develop inclusive practices to maximize student placement in their least restrictive environment (Individuals With Disabilities Education Act, 2004), students with problem behavior are increasingly educated in general education settings. As a result, general and special education teachers must be prepared to work with students with…
Descriptors: Federal Legislation, Educational Legislation, Disabilities, Equal Education
Must, Aviva; Phillips, Sarah M.; Curtin, Carol; Anderson, Sarah E.; Maslin, Melissa; Lividini, Keith; Bandini, Linda G. – Autism: The International Journal of Research and Practice, 2014
Time spent in sedentary behavior is largely due to time spent engaged with electronic screen media. Little is known about the extent to which sedentary behaviors for children with autism spectrum disorder differ from typically developing children. We used parental report to assess and compare time spent in sedentary behaviors for 53 children with…
Descriptors: Autism, Pervasive Developmental Disorders, Physical Activity Level, Children
Meyler, Tim; Banks, Sarah; Wilson, Sandy – Strategies: A Journal for Physical and Sport Educators, 2014
The physical activity potential and physiological and motivational benefits of active gaming have been a hot topic in the past few years. It is easy to see why active games are popular among certain populations, particularly those with prior or current video game experience. Video games are fun to play and challenging, give a player total control,…
Descriptors: Video Games, Video Technology, Physical Activities, Student Motivation
Bliemel, Michael; Ali-Hassan, Hossam – Journal of Information Systems Education, 2014
For several years, we used Intel's flash-based game "IT Manager 3: Unseen Forces" as an experiential learning tool, where students had to act as a manager making real-time prioritization decisions about repairing computer problems, training and upgrading systems with better technologies as well as managing increasing numbers of technical…
Descriptors: Experiential Learning, Educational Games, Management Information Systems, Computer Science Education

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