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Wang, Huadong – ProQuest LLC, 2013
In the modern information age, the quantity and complexity of spatiotemporal data is increasing both rapidly and continuously. Sensor systems with multiple feeds that gather multidimensional spatiotemporal data will result in information clusters and overload, as well as a high cognitive load for users of these systems. To meet future…
Descriptors: Data, Organization, Interaction, Navigation (Information Systems)
Quick, John – ProQuest LLC, 2013
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for…
Descriptors: Games, Individual Characteristics, Gender Differences, Surveys
Tong, Cherng Luen; Leong, Yew Hoong; Quek, Khiok Seng – Mathematics Education Research Group of Australasia, 2013
A common area of difficulty and frustration for low achieving students is the operations involving negative numbers. The main objective of our innovations in this area with two classes of Year 7 low achieving students was to develop positive feelings towards mathematics, in particular of an appreciation for the "reasonableness" and clear…
Descriptors: Low Achievement, Mathematics Instruction, Grade 7, Foreign Countries
Gibson, David; Clarke-Midura, Jody – International Association for Development of the Information Society, 2013
The rise of digital game and simulation-based learning applications has led to new approaches in educational measurement that take account of patterns in time, high resolution paths of action, and clusters of virtual performance artifacts. The new approaches, which depart from traditional statistical analyses, include data mining, machine…
Descriptors: Psychometrics, Educational Games, Educational Research, Data Collection
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Bytheway, Julie – CALICO Journal, 2015
Initiated in response to informal reports of vocabulary gains from gamers at universities in New Zealand and the Netherlands, this qualitative study explored how English language learners autonomously learn vocabulary while playing massively multiplayer online role-playing games (MMORPGs). Using research processes inherent in Grounded Theory, data…
Descriptors: Teaching Methods, Vocabulary Development, English (Second Language), Second Language Learning
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Beavis, Catherine; Walsh, Christopher; Bradford, Clare; O'Mara, Joanne; Apperley, Thomas; Gutierrez, Amanda – English in Australia, 2015
The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked…
Descriptors: English Instruction, English Curriculum, Heuristics, Teaching Methods
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Knijnik, Gelsa; Wanderer, Fernanda – Open Review of Educational Research, 2015
The article discusses mathematics education within two educational projects addressed to rural multigrade schools in Brazil: Active School Program (in Portuguese, Programa Escola Ativa--PEA) and the Landless Movement (Movimento Sem Terra--MST) Pedagogy. It is based on an ethnomathematics perspective drawn from Wittgenstein's later work and Michel…
Descriptors: Foreign Countries, Mathematics Education, Rural Areas, Rural Education
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Tsiakara, Angeliki; Digelidis, Nikolaos – Early Child Development and Care, 2015
The aim of this research was to study the effect of learning environment and type of goals on: (a) preschool children's performance during a play, (b) preschool children's perception of their performance and (c) preschool children's satisfaction. Fifty-six preschool children (24 boys and 32 girls; M[subscript age]?=?5.5 years) took…
Descriptors: Preschool Children, Preschool Evaluation, Educational Environment, Performance Based Assessment
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Saglam, Mehmet – Universal Journal of Educational Research, 2015
The objective of the study is to lay bare the educational memories of primary school students in 1950s' Yozgat city which is in the center of Turkey. Memories that belong to education are also reflections of the individuals' past educational practices. Why they take part in lives of individuals as memories may let us see the importance of…
Descriptors: Elementary School Students, Educational History, Foreign Countries, Educational Practices
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Kuo, Melissa H.; Magill-Evans, Joyce; Zwaigenbaum, Lonnie – Autism: The International Journal of Research and Practice, 2015
Adolescents with autism spectrum disorder spend considerable time in media activities. Parents play an important role in shaping adolescents' responses to media. This study explored the mediation strategies that parents of adolescents with autism spectrum disorder used to manage television and video game use, factors associated with their use of…
Descriptors: Television Viewing, Autism, Pervasive Developmental Disorders, Video Games
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Jong, Morris S. Y. – Curriculum Journal, 2015
VISOLE (Virtual Interactive Student-Oriented Environment) is a teacher-facilitated pedagogical approach to integrating constructivist online game-based learning into formal curriculum teaching in school education. This paper reports a case study on the implementation of VISOLE in secondary Geography education. We compared the pedagogical…
Descriptors: Online Courses, Teaching Methods, Constructivism (Learning), Educational Games
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Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun – Interactive Learning Environments, 2015
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Descriptors: Foreign Countries, Simulated Environment, Educational Games, History Instruction
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Jiang, Han; Johnstone, Stuart J. – SAGE Open, 2015
This preliminary multiple case study examined the behavioral outcomes of neurocognitive training on children with attention-deficit/hyperactivity disorder (AD/HD) in China, as well as parent acceptance of the treatment. The training approach targeted working memory, impulse control, and attention/relaxation (via brain electrical activity). Outcome…
Descriptors: Foreign Countries, Attention Deficit Hyperactivity Disorder, Training, Neurological Organization
Delanoy, Werner, Ed.; Eisenmann, Maria, Ed.; Matz, Frauke, Ed. – Peter Lang Publishing Group, 2015
"Learning with Literature in the EFL Classroom" provides a comprehensive, in-depth and state-of-the-art introduction to literature learning in EFL contexts. Paying attention to both theoretical and practical concerns, the study focuses on a wide range of literary genres, different age and ability groups and new topics for literature…
Descriptors: English (Second Language), Literature, Teaching Methods, Literacy
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Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
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