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Rouse, Kelly Elizabeth – ProQuest LLC, 2013
Community colleges have become increasingly more important in America's higher education system. Part of this emphasis has been directly due to President Obama's 2010 directive to produce a competitive workforce in the United States by increasing the community college graduation rate by five million over the next decade (Madhani, 2010).…
Descriptors: Educational Games, Student Motivation, Science Achievement, Microbiology
Banks, Jaime – ProQuest LLC, 2013
Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player's ability to create and control a digital body--an…
Descriptors: Computer Games, Self Concept, Postmodernism, Identification (Psychology)
Rajan, Pramod – ProQuest LLC, 2013
Most mechanical engineering courses require students to work on over-simplified theoretical representations of real-world problems. Although this gives students an in-depth understanding of concepts and principles, they do not learn to apply these theories to solve the complex and multi-dimensional practical problems that they will need to deal…
Descriptors: Engineering Education, Instructional Materials, Material Development, Educational Innovation
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Calvert, Sandra L.; Staiano, Amanda E.; Bond, Bradley J. – New Directions for Child and Adolescent Development, 2013
Children and adolescents in the United States and in many countries are projected to have shorter life spans than their parents, partly because of the obesity crisis engulfing the developed world. Exposure to electronic media is often implicated in this crisis because media use, including electronic game play, may promote sedentary behavior and…
Descriptors: Physical Activities, Obesity, Information Technology, Video Games
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Fisch, Shalom M. – New Directions for Child and Adolescent Development, 2013
It is increasingly common for an educational media project to span several media platforms (e.g., TV, Web, hands-on materials), assuming that the benefits of learning from multiple media extend beyond those gained from one medium alone. Yet research typically has investigated learning from a single medium in isolation. This paper reviews several…
Descriptors: Educational Media, Multimedia Materials, Educational Technology, Comparative Analysis
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Deater-Deckard, Kirby; Chang, Mido; Evans, Michael E. – New Directions for Child and Adolescent Development, 2013
Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and…
Descriptors: Learner Engagement, Educational Games, Computer Simulation, Children
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Blumberg, Fran C.; Altschuler, Elizabeth A.; Almonte, Debby E.; Mileaf, Maxwell I. – New Directions for Child and Adolescent Development, 2013
Current empirical findings show linkages between recreational video game play and enhanced cognitive skills, primarily among young adults. However, consideration of this linkage among children and adolescents is sparse. Thus, discussions about facilitating transfer of cognitive skills from video game play to academic tasks among children and…
Descriptors: Adolescents, Young Adults, Video Games, Schemata (Cognition)
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Lazarou, D. – Journal of Computer Assisted Learning, 2011
The aim of this paper is to describe a methodology for using Cultural-Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could…
Descriptors: Design Requirements, Educational Games, Science Education, Science Instruction
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Petkov, Marin; Rogers, George E. – Journal of STEM Teacher Education, 2011
In the past several decades, technology has become a big part of American society. It has changed the way people interact with one another as well as how they proceed with everyday life. However, K-12 educational systems have been resistive to change, with most American schools still using traditional instruction in the classroom, consisting…
Descriptors: Elementary Secondary Education, Interaction, Conventional Instruction, Educational Technology
Gough, John – Australian Mathematics Teacher, 2010
Almost every adult in Australia has played Noughts and Crosses at some time in their life--it is that sort of game, a universal classic. Very few Australian adults play Noughts and Crosses, adult against adult, unless they are bored, witless and cannot think of anything better to do. Adults stop playing this game. Many will say it is boring, while…
Descriptors: Foreign Countries, Games, Adults, Popular Culture
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Macklin, Colleen – International Journal of Game-Based Learning, 2011
DataPlay is a research project inspired by the concept of a "ludic age" (Chaplin & Zimmerman, 2008), where the challenges of extracting knowledge from the "data deluge" of the information age (Economist, 2010) are met with game-based approaches to information design. This paper examines Mannahatta: The Game in order to…
Descriptors: Games, Design, Data Collection, Visualization
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Donaldson, Jeanne M.; Vollmer, Timothy R.; Krous, Tangala; Downs, Susan; Berard, Kerri P. – Journal of Applied Behavior Analysis, 2011
The good behavior game (GBG) is a classwide group contingency that involves dividing the class into two teams, creating simple rules, and arranging contingencies for breaking or following those rules. Five kindergarten teachers and classrooms participated in this evaluation of the GBG. Disruptive behavior markedly decreased in all five classrooms…
Descriptors: Kindergarten, Classroom Environment, Classroom Techniques, Games
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Blake, Peter R.; McAuliffe, Katherine – Cognition, 2011
Research using economic games has demonstrated that adults are willing to sacrifice rewards in order to prevent inequity both when they receive less than a social partner (disadvantageous inequity) and when they receive more (advantageous inequity). We investigated the development of both forms of inequity aversion in 4- to 8-year-olds using a…
Descriptors: Young Children, Social Behavior, Rewards, Games
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Liao, Yu; Li, Hong; Deak, Gedeon O. – Cognitive Development, 2011
An adult-like concept of intention includes a deliberate action to achieve a goal and a belief that one's action (if successful) will cause the desired outcome. For example, good outcomes caused by accident or by chance are not believed to be caused intentionally. In two experiments, we asked whether children understand this connection between…
Descriptors: Intention, Young Children, Beliefs, Games
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McDougall, Casey L.; Terrance, Cheryl; Weatherly, Jeffrey N. – Psychological Record, 2011
Previous research suggests that the actions of a confederate can alter participants' gambling behavior. In the present experiment, male participants played Blackjack either alone or in the presence of a confederate. The confederate either quit early in the session or played for the entire session. Across sessions in which the confederate played…
Descriptors: Males, Peer Influence, Behavior Change, Play
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