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Shelton, Brett E.; Parlin, Mary Ann – International Journal of Mobile and Blended Learning, 2016
Leveraging the use of mobile devices for education, such as instructional games, is an area of increasing interest for targeted subpopulations of students including those who are deaf/hard-of-hearing (DHH). This paper outlines the perspectives of Deaf Education teachers and DHH children who participated in the GeePerS*Math project. Interviews and…
Descriptors: Mathematics Instruction, Deafness, Hearing Impairments, Children
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Ahn, June; Beck, Austin; Rice, John; Foster, Michelle – AERA Open, 2016
In this article, we present analyses from a researcher-practitioner partnership in the District of Columbia Public Schools, where we are exploring the impact of educational software on students' academic achievement. We analyze a unique data set that combines student-level information from the district with data of student usage of a mathematics…
Descriptors: Public Schools, Urban Schools, Computer Software, Computer Uses in Education
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Baker, Doris Luft; Mogna, Vivianne; Rodriguez, Sandra; Farmer, Dylan; Yovanoff, Paul – Journal of International Special Needs Education, 2016
We conducted two studies to examine the effects of an interactive read aloud and vocabulary intervention on the vocabulary knowledge of Spanish-speaking preschoolers living in the U.S. In Study 1, 68 children (n = 34 in the treatment group) and 6 parents in the treatment group received the intervention in Spanish at home, and in Spanish and…
Descriptors: Oral Language, Hispanic American Students, Reading Aloud to Others, Vocabulary
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Sharp, Laura A. – Journal of Instructional Research, 2012
Educators across the country struggle to create engaging, motivating learning environments for their Net Gen students. These learners expect instant gratification that traditional lectures do not provide. This leaves educators searching for innovative ways to engage students in order to encourage learning. One solution is for educators to use…
Descriptors: Educational Games, Elementary Secondary Education, Student Motivation, Learner Engagement
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Reutzel, Christopher R.; Worthington, William J.; Collins, Jamie D. – Decision Sciences Journal of Innovative Education, 2012
Strategic Alliance Poker (SAP) provides instructors with an opportunity to integrate the resource based view with their discussion of strategic alliances in undergraduate Strategic Management courses. Specifically, SAP provides Strategic Management instructors with an experiential exercise that can be used to illustrate the value creation…
Descriptors: Undergraduate Study, Business Administration Education, Strategic Planning, Experiential Learning
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Pagnotti, John; Russell, William B., III – History Teacher, 2012
In a typical high school World History course, the teacher must teach thousands of years of human history in one year, thus making it the most comprehensive history course offered in school. Given the extended content requirements in a World History course, individual topics are given little time before the class must "move on" to the…
Descriptors: Educational Environment, Teaching Methods, Foreign Countries, World History
Byun, JaeHwan – ProQuest LLC, 2012
Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless,…
Descriptors: Computer Games, Learner Engagement, Role Playing, Control Groups
Blakesley, Christopher C. – ProQuest LLC, 2012
This study explored how designers "perceived" and "used" narrative during the creation of an educational video game. A qualitative, ethnographic, single case study approach was used to collect and analyze data pertaining to the narrative design trajectory of the game design team as well as Citizen Science, the game artifact…
Descriptors: Educational Games, Qualitative Research, Ethnography, Case Studies
Striker, Spencer – ProQuest LLC, 2012
"Igniting GameZombie TV" utilizes an accessible, energetic, postmodern style to recall how Spencer Striker founded GameZombie TV at Indiana University in the fall of 2006, built the project into an award-winning game media studio, and then expanded the initiative to the University of Wisconsin in the fall of 2009. Through grit and a…
Descriptors: Video Games, Design, Development, Production Techniques
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Willoughby, Teena; Adachi, Paul J. C.; Good, Marie – Developmental Psychology, 2012
In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school…
Descriptors: Evidence, Adolescents, Aggression, Socialization
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Bertozzi, Elena – Bulletin of Science, Technology & Society, 2012
Predation games--games in which the player is actively encouraged and often required to hunt and kill in order to survive--have historically been the purview of male players. Females, though now much more involved in digital games than before, generally play games that stress traditionally feminine values such as socializing with others, shopping,…
Descriptors: Females, Video Games, Play, Gender Differences
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Grenier, Michelle; Kearns, Catherine – Journal of Physical Education, Recreation & Dance, 2012
The growing appeal and acceptance of disability sports within the general population makes them an attractive addition for any physical education program. When included in a general physical education program, these sports provide complementary skills to students while delivering a powerful message about what it means to be an athlete with a…
Descriptors: Physical Education, Skill Development, Disabilities, Adapted Physical Education
Hartigan, Patti – Education Digest: Essential Readings Condensed for Quick Review, 2012
The idea that theater fosters social cognition has long been championed by drama therapists and some psychologists, neuropsychologists, and special educators. But the research is only now emerging, and researchers suggest that the very nature of theater makes it an inherently useful tool for children on the spectrum. Children with autism struggle…
Descriptors: Interpersonal Relationship, Interpersonal Competence, Autism, Theater Arts
Morgan, Deborah H.; Morgan, Don W. – Education Digest: Essential Readings Condensed for Quick Review, 2012
In today's technology-driven society, children often sit for hours in front of a screen (e.g., computer, TV, video game), exercising only their fingers as they manipulate the keyboard, remote control, or game controller. This sedentary lifestyle contributes to the growing problem of childhood obesity. Data from the U.S. Centers for Disease Control…
Descriptors: Disease Control, Physical Activities, Adolescents, Self Esteem
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Kenney, Susan Hobson – General Music Today, 2012
This article discusses the creative, educational, and musical growth that comes from manipulating pieces of a music game. The importance of child-centered play is discussed, with a focus on children using icons to change the melodic and word order of a song. They then "read" the icons to sing their new creation. The music manipulatives are the…
Descriptors: Music Education, Word Order, Creativity, Teaching Methods
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