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Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval – Educational Sciences: Theory and Practice, 2015
This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…
Descriptors: Addictive Behavior, Family Relationship, Elementary School Students, Grade Point Average
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Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel – Informatics in Education, 2015
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…
Descriptors: Video Games, Engineering Education, College Students, Design
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He, Xiaojun – English Language Teaching, 2015
This paper will focus on the effective review of English in the third grade of primary school. In the first part, the author introduces the importance of improving the effective review of English in the third grade of primary school. Analyzing from the aspects of theories, teachers have to get a good knowledge of language theories and analyze it…
Descriptors: Foreign Countries, Elementary School Students, Elementary Schools, Elementary School Teachers
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Ashton, Weslynne; Wagman, Liad – Education Economics, 2015
We study the dynamics in an educational partnership between a university and a developing region. We examine how the university achieves its goals to improve and advertise its offerings while recruiting a cohort of students from the developing region and maintaining a sustainable relationship with the region and its students. We show that mutually…
Descriptors: Partnerships in Education, International Cooperation, Universities, Student Recruitment
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Frost, Raymond D.; Matta, Vic; MacIvor, Erin – Journal of Information Systems Education, 2015
The goal of the study was to see if gamification of a Learning Management System (LMS) would increase a number of desirable outcomes: student interest, motivation, satisfaction, student learning and perception of pedagogical affect. These constructs were measured in a survey, except for learning, which was measured by grades. Gamification of the…
Descriptors: Integrated Learning Systems, Games, Student Interests, Student Motivation
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Zhao, Zhuxuan; Linaza-Iglesias, José L. – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The study was carried out with children of 2nd, 4th and 6th grades of elementary school in order to explore what and how will children learn from a completely new videogame. Method: We organized children from 2nd, 4th and 6th grades of elemental school, giving them chance to play a freshly released videogame by that time. We formed…
Descriptors: Video Games, Educational Technology, Grade 2, Grade 4
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Melero, Javier; Hernández-Leo, Davinia; Sun, Jing; Santos, Patricia; Blat, Josep – British Journal of Educational Technology, 2015
Over the last few years, the use of mobile technologies has brought the formulation of location-based learning approaches shaping new or enhanced educational activities. Involving teachers in the design of these activities is important because the designs need to be aligned with the requirements of the specific educational settings. Yet analysing…
Descriptors: Educational Technology, Telecommunications, Technology Uses in Education, Learning Activities
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Bursztyn, Natalie; Pederson, Joel; Shelton, Brett; Walker, Andrew; Campbell, Todd – International Journal of Education in Mathematics, Science and Technology, 2015
Declining interest and low persistence is well documented among undergraduate students in Science, Technology, Engineering, and Math in the United States. For geoscience, field trips are important attractors to students, however with high enrollment courses and increasing costs they are becoming rare. We propose in this concept paper that the…
Descriptors: Educational Technology, Telecommunications, Technology Uses in Education, Field Trips
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Martin, Nicole J.; Ameluxen-Coleman, Evan J.; Heinrichs, Derikk M. – Journal of Physical Education, Recreation & Dance, 2015
It is recommended that each day youth get 60 minutes or more of moderate-to-vigorous physical activity that includes aerobic, muscle, and bone strengthening activities. The majority of youth, however, do not meet these physical activity guidelines. Children and adolescents spend on average seven hours engaging in sedentary "screen-based"…
Descriptors: Life Style, Physical Activity Level, Technology Uses in Education, Child Behavior
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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Educational Technology & Society, 2015
Several theoretical models have been constructed to determine the effects of buisness simulation games (BSGs) on learning performance. Although these models agree on the concept of learning-cycle effect, no empirical evidence supports the claim that the use of learning cycle activities with BSGs produces an effect on incremental gains in knowledge…
Descriptors: Educational Games, Simulated Environment, Statistical Analysis, Skill Development
Morgan, Mia Lynn – ProQuest LLC, 2015
Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21st…
Descriptors: Media Literacy, Computer Literacy, Computer Games, Case Studies
Barrett, Kelly – Mathematics Teaching, 2012
Games are for playing, more often than not playing a game is a social experience, it is fun, and we all enjoy playing games. Play and playing are ways in which we learn, so how often are games part of the normal activity of the mathematics classroom? The answer, in most cases, has to be--not often. Is it that games just don't seem to fulfil the…
Descriptors: Educational Games, Mathematics Instruction, Teaching Methods, Student Attitudes
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Grube, Victoria J. – Journal of Aesthetic Education, 2012
Two eleven-year-old boys face a bulletin board, arranging silver thumbtacks into shapes of fighter planes. The boys' play revolves around the action video game, its language, strategies, heroes, villains, obstacles, and continual updates. As an after-school art teacher and student-teacher supervisor, the contact the author has with young artists…
Descriptors: Childrens Art, Violence, Video Games, Mass Media Effects
Boocock, Sarane S. – Educational Technology, 2012
Most current debate on instructional technology is characterized either by grandiose speculation on the salvation of education through automation (without specification of "what" and "how" technological innovations will actually be introduced in specific classroom situations, and how the changes will be financed), or by jargon-filled hairsplitting…
Descriptors: Educational Technology, Innovation, Educational Innovation, Technological Advancement
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LaGarde, Jennifer; Winner, Matthew C. – Knowledge Quest, 2012
Like all great ideas, Level Up Book Club grew out of a genuine need, the spontaneous firing of a few brain sparks, and the kind of luck that comes from being "in the right place at the right time." By mid-June 2011 the authors were already "bona fide" wonder twins--two educators who, although they'd never met, had stumbled upon each other through…
Descriptors: Clubs, Reading Motivation, Video Games, Creative Teaching
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