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Koh, Elizabeth; Kin, Yeo Gee; Wadhwa, Bimlesh; Lim, John – Simulation & Gaming, 2012
With the proliferation of entertainment games, supported by heavy investment in the underlying technologies, educators are now examining the educational values of gaming and attempting to incorporate games into their teaching. In Singapore, the game sector is worth many million Singapore dollars (SGDs), and gaming is an engaging activity of the…
Descriptors: Foreign Countries, Teacher Attitudes, College Faculty, Barriers
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Herrington, Jan, Ed.; Viteli, Jarmo, Ed.; Leikmaa, Marianna, Ed. – Association for the Advancement of Computing in Education, 2014
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia 2014: World Conference on Educational Multimedia &…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Internet
Krone, Beth K. – ProQuest LLC, 2012
As shown by the neuropsychological educational approach to the cognitive remediation model, first-person-shooter video game play eliminates gender-related deficits in spatial rotation. Spatial rotation increases academic success and decreases social and economic disparities. Per the general aggression model, first-person-shooter video game play…
Descriptors: Video Games, Spatial Ability, Aggression, Models
Siko, Jason Paul – ProQuest LLC, 2012
This design-based research study examined the effects of a game design project on student test performance, with refinements made to the implementation after each of the three iterations of the study. The changes to the implementation over the three iterations were based on the literature for the three justifications for the use of homemade…
Descriptors: Visual Aids, Computer Games, Design, Student Participation
Tysseling, Lee Ann – Stenhouse Publishers, 2012
The Internet is full of tools for vocabulary development, but the quality and usefulness for teachers and students vary greatly. With a traditionalist's respect for word knowledge and an adventurer's spirit for discovering new routes to learning, Lee Ann Tysseling shares an exciting array of technology-assisted resources that can boost students'…
Descriptors: Literacy, Semantics, Video Technology, Vocabulary
Wagner, Elliott – ProQuest LLC, 2012
Philosophers and scientists have long debated how communication can arise in circumstances in which it is not already present. This dissertation uses the techniques of evolutionary game theory to address this puzzle. Following David Lewis (1969), communication is envisioned as occurring between players in a game. One player, who has private…
Descriptors: Information Transfer, Interests, Social Systems, Case Studies
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Hong, Jon-Chao; Pei-Yu, Chiu; Shih, Hsiao-Feng; Lin, Pei-Shin; Hong, Jon-Chao – Turkish Online Journal of Educational Technology - TOJET, 2012
Flow state in game playing affected by computer self-efficacy and game competitive anxiety was studied. In order to examine the effect of those constructs with high competition, this study select "Escaping from firing online game" which require college students to escape from fire and rescue people and eliminate the fire damage along the way of…
Descriptors: Computer Games, Computer Attitudes, Self Efficacy, Competition
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Vandermaas-Peeler, Maureen; Ferretti, Larissa; Loving, Sara – Early Child Development and Care, 2012
Parent guidance for numeracy activities and preschoolers' numeracy performance were examined in the context of playing a board game in three sessions over a two-week period. Twenty-eight parent-child dyads were randomly assigned to a numeracy awareness group in which parents were provided with suggested numeracy activities to incorporate into the…
Descriptors: Parent Child Relationship, Numeracy, Parents as Teachers, Mathematics Skills
Gelter, Hans – Pathways: The Ontario Journal of Outdoor Education, 2012
The unique "Conference on Wilderness Educational Expeditions: International Perspectives and Practices" took place from June 27 to July 13, 2010. The conference comprised 14 outdoor educators from Canada, Scotland, Norway, Denmark, Sweden and Japan participating in a 250 km-long canoe expedition on the Mara and Burnside Rivers in…
Descriptors: Outdoor Education, Environmental Education, Foreign Countries, Games
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Chen, Gwo-Dong; Chuang, Chi-Kuo; Nurkhamid; Liu, Tzu-Chien – Turkish Online Journal of Educational Technology - TOJET, 2012
In the context of classroom, it is possible to create a playground with digital technology beneficial for learning in spite of rising enthusiasm in incorporating educational games in classroom. This paper is an essay to describe a learning playground called Digital Learning Playground (DLP). It is essentially an application of digital technology…
Descriptors: Computer Uses in Education, Electronic Learning, Educational Games, Computer Simulation
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Gardner, Martin – College Mathematics Journal, 2012
This article is a slightly condensed reprint of Martin Gardner's very first "Mathematical Games" column (which appeared December 1956 in "Scientific American"). Here Gardner introduces flexagons (paper polygons folded from straight or crooked strips of paper which have the fascinating property of changing their faces when they are "flexed"),…
Descriptors: College Mathematics, Mathematics Instruction, Educational History, Educational Games
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Bennerstedt, Ulrika; Ivarsson, Jonas; Linderoth, Jonas – International Journal of Computer-Supported Collaborative Learning, 2012
In the discussion on what players learn from digital games, there are two major camps in clear opposition to each other. As one side picks up on negative elements found in games the other side focuses on positive aspects. While the agendas differ, the basic arguments still depart from a shared logic: that engagement in game-related activities…
Descriptors: Cooperation, Logical Thinking, Aggression, Cognitive Processes
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Binde, Per – International Journal of Mental Health and Addiction, 2012
A Swedish mutual support group for young problem gamblers is described and discussed. During the study period, 116 weekly meetings occurred, usually involving six to ten participants; in total, 69 problem gamblers (66 male and three female), aged 17-25, and 23 partners and friends attended the meetings. Half the gamblers had problems with Internet…
Descriptors: Young Adults, Foreign Countries, Social Support Groups, Behavior Disorders
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Tang, Catherine So-kum; Wu, Anise M. S. – International Journal of Mental Health and Addiction, 2012
This study examined the role of impulsivity and its interplay with gambling correlates in influencing the severity of pathological gambling in Chinese societies. It also investigated the extent to which impulsivity would moderate and/or mediate the relationship between life stress and pathological gambling in 94 Chinese treatment-seeking gamblers.…
Descriptors: Conceptual Tempo, Depression (Psychology), Games, Probability
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Luk, Kevin K. S.; Xiao, Wen S.; Cheung, Him – Cognition, 2012
Some recent evidence has suggested that perspective taking skills in everyday life situations may differ across cultural groups. In the present study, we investigated this effect via culture priming in a group of Chinese-English bilingual adults in the context of a communication game. Results showed that the participants made more perspective…
Descriptors: Priming, Perspective Taking, Bilingualism, Investigations
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