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Pica, Rae – Young Children, 2011
There are occasions in life when the competitive process is appropriate. But when people consider the relationships in their lives--with friends, family members, coworkers, and the larger community--they realize the value of cooperation. When adults give children the chance to cooperate, to work together toward a solution or a common goal like…
Descriptors: Physical Fitness, Cooperation, Young Children, Interpersonal Relationship
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Henrich, A.; MacNaughton, N.; Narayan, S.; Pechenik, O.; Silversmith, R.; Townsend, J. – College Mathematics Journal, 2011
We introduce playing games on the shadows of knots and demonstrate two novel games, namely, "To Knot or Not to Knot" and "Much Ado about Knotting." We discuss winning strategies for these games on certain families of knot shadows and go on to suggest variations of these games for further study.
Descriptors: Games, Mathematics Instruction, College Mathematics, Higher Education
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St. Germain, Joseph; Tenenbaum, Gershon – High Ability Studies, 2011
This study was aimed at delineating decision-making and thought processing among poker players who vary in skill-level. Forty-five participants, 15 in each group, comprised expert, intermediate, and novice poker players. They completed the Computer Poker Simulation Task (CPST) comprised of 60 hands of No-Limit Texas Hold 'Em. During the CPST, they…
Descriptors: Decision Making, Cognitive Processes, Games, Expertise
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Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong – Turkish Online Journal of Educational Technology - TOJET, 2011
The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…
Descriptors: Computer Assisted Instruction, Learning, Models, Games
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Allen, Melissa L.; Haywood, Sarah; Rajendran, Gnanathusharan; Branigan, Holly – Developmental Science, 2011
We report an experiment that examined whether children with Autistic Spectrum Disorder (ASD) spontaneously converge, or align, syntactic structure with a conversational partner. Children with ASD were more likely to produce a passive structure to describe a picture after hearing their interlocutor use a passive structure to describe an unrelated…
Descriptors: Evidence, Language Usage, Syntax, Autism
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Dixon, Mark R.; Bihler, Holly L.; Nastally, Becky L. – Psychological Record, 2011
The current study attempted to alter preferences for concurrently available slot machines of equal payout through the development of equivalence classes and subsequent transfers of functions. Participants rated stimuli consisting of words thought to be associated with having a gambling problem (e.g., "desperation" and "debt"), words associated…
Descriptors: Preferences, Equipment, Games, Recreational Activities
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Woolums, Viola – Kairos: A Journal of Rhetoric, Technology, and Pedagogy, 2011
Gendered appearance in "World of Warcraft" is of particular interest because it seems to infiltrate interactions between individuals without serving a functional purpose within the game itself. It provides an opportunity to look at avatar choice in environments that have a primary purpose aside from existing as an arena for creating identity, and…
Descriptors: Gender Issues, Self Concept, Simulated Environment, Games
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Anderson, John R.; Bothell, Daniel; Fincham, Jon M.; Anderson, Abraham R.; Poole, Ben; Qin, Yulin – Journal of Cognitive Neuroscience, 2011
Part- and whole-task conditions were created by manipulating the presence of certain components of the Space Fortress video game. A cognitive model was created for two-part games that could be combined into a model that performed the whole game. The model generated predictions both for behavioral patterns and activation patterns in various brain…
Descriptors: Video Games, Brain, Neurological Organization, Models
Liming, Drew; Vilorio, Dennis – Occupational Outlook Quarterly, 2011
Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…
Descriptors: Video Games, Development, Occupational Information, Employment Opportunities
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Meister, J. Patrick – Journal of Economic Education, 2011
Consider an auction in which one potential buyer wishes to participate, but the other potential buyer would rather the bidding not start. However, once bidding starts, the reluctant firm participates (submits "bluff bids") simply to make the eventual winner pay more. This incentive exists when the marginal effect of the winning bid is to increase…
Descriptors: Microeconomics, Economics Education, Educational Games, College Instruction
Karsina, Allen; Thompson, Rachel H.; Rodriguez, Nicole M. – Journal of the Experimental Analysis of Behavior, 2011
The effects of a history of differential reinforcement for selecting a free-choice versus a restricted-choice stimulus arrangement on the subsequent responding of 7 undergraduates in a computer-based game of chance were examined using a concurrent-chains arrangement and a multiple-baseline-across-participants design. In the free-choice…
Descriptors: Reinforcement, Undergraduate Students, Higher Education, Games
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Çelik, Pinar; van Beest, Ilja; Lammers, Joris; Bekker, Marrie – International Journal of Developmental Science, 2013
The present study investigated the role of control as a moderator in reaction to ostracism among male violent offenders diagnosed with ASPD (N = 33) compared to a control sample consisting of males from the normal population without a known history of violence, or diagnosis of ASPD, matched for age and educational level (N = 35). Participants…
Descriptors: Violence, Criminals, Antisocial Behavior, Personality Problems
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Spector, J. Michael – Malaysian Online Journal of Educational Technology, 2013
If one looks back at the last 50 years or so at educational technologies, one will notice several things. First, the pace of innovation has increased dramatically with many developments in the application of digital technologies to learning and instruction, following by a few years developments in the sciences and engineering disciplines that are…
Descriptors: Educational Technology, Information Technology, Educational Research, Technological Advancement
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Ausburn, Lynna J.; Ausburn, Floyd B.; Kroutter, Paul J. – International Journal of Adult Vocational Education and Technology, 2013
This study used a cross-case analysis methodology to compare four line-of-inquiry studies of desktop virtual environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex,…
Descriptors: Computer Games, Gender Differences, Case Studies, Virtual Classrooms
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Saridaki, Maria; Mourlas, Constantinos – International Journal of Game-Based Learning, 2013
The purpose of this paper is to present a series of observations made by researchers and educators on the integration of serious games in the educational experience of users with intellectual disabilities (ID). Data were gathered from four different studies and different games were used, in order to identify a successful model of games based…
Descriptors: Intellectual Disability, Educational Games, Self Determination, Special Education
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