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Snow, Erica L.; Jackson, G. Tanner; McNamara, Danielle S. – Grantee Submission, 2014
Self-regulative behaviors are dynamic and evolve as a function of time and context. However, dynamical fluctuations in behaviors are often difficult to measure and therefore may not be fully captured by traditional measures alone. Utilizing system log data and two novel statistical methodologies, this study examined emergent patterns of controlled…
Descriptors: Educational Technology, Computer Uses in Education, Educational Games, Intelligent Tutoring Systems
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Natarajan, Uma; Busey, Amy; Berns, Barbara Brauner; Sahni, Sarah; Wu, Sally; Martinez, Alina – Community for Advancing Discovery Research in Education (CADRE), 2014
The National Science Foundation's (NSF) DR K-12 program seeks to enhance the teaching and learning of STEM in K-12 education by funding the "development, testing, deployment, effectiveness, and/or scale-up of innovative resources, models, and tools" in STEM areas. This work takes on many forms, including computer games and simulations.…
Descriptors: Elementary Secondary Education, STEM Education, Educational Technology, Technology Uses in Education
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Shelton, Brett E.; Satwicz, Tom; Caswell, Tom – International Journal of Game-Based Learning, 2011
This paper reviews three classic theorists' writing on games, learning, and development. Piaget, Vygotsky, and Bruner all wrote about games and play as important to thinking and learning. This review attempts to synthesize their perspectives as a means to revisit underused theoretical perspectives on the role of games in education. The views of…
Descriptors: Educational Games, Teaching Methods, Play, Theories
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Jones, Stephen; Oaksford, Mike – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2011
Four experiments investigated the effects of transactional content on temporal and probabilistic discounting of costs. Kusev, van Schaik, Ayton, Dent, and Chater (2009) have shown that content other than gambles can alter decision-making behavior even when associated value and probabilities are held constant. Transactions were hypothesized to lead…
Descriptors: Decision Making, Probability, Costs, Experiments
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Gerber, Sue; Scott, Logan – British Journal of Educational Technology, 2011
Gaming is purported to hold promise for education, in part, because it is thought to develop 21st century skills such as critical thinking. To date, there has been a dearth of generalisable research investigating the relationship between gaming and critical thinking. Results of a survey of 121 adults found that gamers and non-gamers do not differ…
Descriptors: Critical Thinking, Adults, Games, Thinking Skills
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Howard, Robert W. – Cognitive Development, 2011
The famous Polgar sisters started chess very young, undertook extensive study, and two became grandmasters. This case often is cited as decisive evidence that practice alone is key in development of expertise, that innate talent is unimportant or non-existent, and that almost anyone can become a grandmaster. But on close examination these claims…
Descriptors: Expertise, Cognitive Ability, Performance Factors, Siblings
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Corrigan, Jay R. – Journal of Economic Education, 2011
This classroom game illustrates the strengths and weaknesses of various regulatory frameworks aimed at internalizing negative externalities from pollution. Specifically, the game divides students into three groups--a government regulatory agency and two polluting firms--and allows them to work through a system of uniform command-and-control…
Descriptors: Economics Education, Educational Games, Class Activities, Taxes
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Isham, Eve A.; Banks, William P.; Ekstrom, Arne D.; Stern, Jessica A. – Journal of Experimental Psychology: Human Perception and Performance, 2011
Previous work suggested the association between intentionality and the reported time of action was exclusive, with intentionality as the primary facilitator to the mental time compression between the reported time of action and its effect (Haggard, Clark, & Kalogeras, 2002). In three experiments, we examined whether mental time compression…
Descriptors: Games, Time Perspective, Undergraduate Students, Cues
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Dormans, Joris – Simulation & Gaming, 2011
Realism remains a prominent topic in game design and industry research; yet, a strong academic case can be made that games are anything, but realistic. This article frames realism in games in semiotic terms as iconic simulation and argues that games can gain expressiveness when they move beyond the current focus on iconic simulation. In parallel…
Descriptors: Realism, Decision Making, Natural Language Processing, Simulation
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Mack Shelley, Editor; Omer Tayfur Ozturk, Editor – International Society for Technology, Education, and Science, 2024
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on April 27-30, 2024, in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, discuss theoretical and…
Descriptors: STEM Education, Second Language Learning, Second Language Instruction, English (Second Language)
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Radley, Keith C.; Dart, Evan H.; O'Handley, Roderick D. – School Psychology Review, 2016
The current study investigated the effectiveness of the Quiet Classroom Game, an interdependent group contingency using an iPad loaded with a decibel meter app, for increasing academically engaged behavior. Three first-grade classrooms in the southeastern United States, identified as displaying high levels of noise and disruptive behavior, were…
Descriptors: Computer Oriented Programs, Handheld Devices, Educational Technology, Technology Uses in Education
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Efstathiou, Nicholas T.; Risvas, Grigorios S.; Theodoraki, Eleni-Maria M.; Galanaki, Evangelia P.; Zampelas, Antonios D. – Health Education Journal, 2016
Objective: The objective of this study was to investigate the relationship between classroom psychological climate and the physical and sedentary behaviour of primary school students after the implementation of an innovative education programme regarding nutrition and physical activity. Design: Randomised controlled trial. Setting: Study…
Descriptors: Health Education, Classroom Environment, Elementary School Students, Grade 3
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Ejsing-Duun, Stine; Skovbjerg, Helle Marie – Electronic Journal of e-Learning, 2016
This article explores how student behaviour and interactions change when teachers use "producing" as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on observed student and teacher actions and responses, as well as students' production, this paper emphasizes the importance of understanding how students…
Descriptors: Teaching Methods, Creativity, Play, Games
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Hong, Jon-Chao; Hwang, Ming-Yueh; Wu, Nien-Chen; Huang, Ying-Luan; Lin, Pei-Hsin; Chen, Yi-Ling – Interactive Learning Environments, 2016
A new approach to moral education using blended learning has been developed. This approach involves 10 scenarios that are designed as a web-based game and serves as a basis for group moral-consequence-based reasoning, which is developed based on a hypothetical-deductive model. The aim of the study was to examine the changes in students' blended…
Descriptors: Ethical Instruction, Moral Development, Educational Games, Blended Learning
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So, Wing-Mui Winnie; Cheng, Nga-Yee Irene; Chow, Cheuk-Fai; Zhan, Ying – Education 3-13, 2016
This study aims to examine the impacts of the inquiry learning strategies employed in a "Plastic Education Project" on primary students' knowledge, beliefs and intended behaviour in Hong Kong. Student questionnaires and a test on plastic types were adopted for data collection. Results reveal that the inquiry learning strategies…
Descriptors: Plastics, Wastes, Inquiry, Learning Strategies
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