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Yamazaki, Kasumi – ProQuest LLC, 2015
The proliferation of online simulation games across the globe in many different languages offers Computer Assisted Language Learning (CALL) researchers an opportunity to examine how language learning occurs in such virtual environments. While there has recently been an increase in the number of exploratory studies involving learning experiences of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Japanese, Computer Games
Kai, Shiming; Paquette, Luc; Baker, Ryan S.; Bosch, Nigel; D'Mello, Sidney; Ocumpaugh, Jaclyn; Shute, Valerie; Ventura, Matthew – International Educational Data Mining Society, 2015
Increased attention to the relationships between affect and learning has led to the development of machine-learned models that are able to identify students' affective states in computerized learning environments. Data for these affect detectors have been collected from multiple modalities including physical sensors, dialogue logs, and logs of…
Descriptors: Video Technology, Interaction, Physics, Affective Behavior
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Evett, Lindsay; Ridley, Allan; Keating, Liz; Merritt, Liz; Merritt, Patrick; Shopland, Nick; Brown, David – International Journal of Game-Based Learning, 2011
Serious games are effective and engaging learning resources for people with disabilities, and guidelines exist to make games accessible to people with disabilities. During research into designing accessible interfaces and games, it was noted that people who are blind often report enjoying playing Wii Sports. These games are pick-upand- play games…
Descriptors: Educational Games, Disabilities, Blindness, Racquet Sports
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Atkinson, Michael – American Journal of Play, 2011
As many cultural groups in Western societies have become disaffected with mainstream sports cultures and their logics of practice, sociologists of sport and physical culture have turned their attention to the existential benefits of play and games. There is growing interest in revisiting and exploring the classic theories of play in society,…
Descriptors: Play, Games, Athletics, Culture
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Merkel, Liz; Sanford, Kathy – E-Learning and Digital Media, 2011
In 2007, the authors' ethnographic research study of 11 adolescent gamers began in a response to social concern regarding adolescent (dis)engagement in school literacy practices. Since then, the authors' ongoing research has revealed the importance of understanding and knowing more about individual gamers' ways of knowing, and also about the…
Descriptors: Ethnography, Literacy, Learner Engagement, Video Games
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Redden, Joseph P.; Frederick, Shane – Journal of Experimental Psychology: General, 2011
Past research suggests that a categorical event is perceived to be more likely if its subcases are explicitly delineated or "unpacked." In 6 studies, we find that unpacking can often make an event seem less likely, especially when the details being unpacked are already highly accessible. Process evidence shows that the provision of…
Descriptors: Tests, Statistics, Probability, Undergraduate Students
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Gorman, Patrick S.; Kunkel, Jeffrey D.; Vasko, Francis J. – International Journal of Mathematical Education in Science and Technology, 2011
A standard example used in introductory combinatoric courses is to count the number of five-card poker hands possible from a straight deck of 52 distinct cards. A more interesting problem is to count the number of distinct hands possible from a Pinochle deck in which there are multiple, but obviously limited, copies of each type of card (two…
Descriptors: Mathematical Formulas, Games, Recreational Activities, Computation
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Baaki, John; Moseley, James L. – Performance Improvement, 2011
This article shares experiences that participants had playing the game of STRATEGO and how the activity may be linked to strategic planning and thinking. Among the human performance technology implications of playing this game are that gamers agreed on a framework for rules, took stock on where they wanted to go in the future, and generated a risk…
Descriptors: Strategic Planning, Performance Technology, Games, Guidelines
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Ferguson, William D. – Journal of Economic Education, 2011
Undergraduate economics lags behind cutting-edge economic theory. The author briefly reviews six related advances that profoundly extend and deepen economic analysis: game-theoretic modeling, collective-action problems, information economics and contracting, social preference theory, conceptualizing rationality, and institutional theory. He offers…
Descriptors: Economics Education, Economics, Undergraduate Study, College Curriculum
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Mayes, Valynda – Science and Children, 2011
For students with a special interest in the outdoors, or those with limited access to nature, summer camp might be a life-changing opportunity. This article provides suggestions and resources designed to encourage students to put down the video games this summer and, instead, spend more time engaging in outdoor adventures.
Descriptors: Natural Resources, Outdoor Education, Video Games, Summer Programs
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Marcano Lárez, Beatriz Elena – Journal of New Approaches in Educational Research, 2014
War videogames raise a lot of controversy in the educational field and are by far the most played videogames worldwide. This study explores the factors that encouraged gamers to choose war videogames with a sample of 387 Call of Duty players. The motivational factors were pinpointed using a non-experimental descriptive exploratory study through an…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Video Games
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Eränpalo, Tommi – Citizenship, Social and Economics Education, 2014
This article is based on a case study where groups of Finnish, Swedish and Norwegian young people played a simulation game that stimulated collective deliberation on social issues. The game has been designed to provoke students to deliberate and to reflect on social problems relating to issues of citizenship and democracy. The analysis of the…
Descriptors: Case Studies, Qualitative Research, Decision Making, Foreign Countries
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Block, Betty Ann – Quest, 2014
Scholars have sought to identify the complexity and multidimensionality of the phenomenon of sexual identity formation since the American Psychiatric Association declassified homosexuality as a mental disorder in 1973 (Bayer, 1981). This article addresses the manner in which the needs of lesbian, gay, bisexual, transgender, and queer [LGBTQ]…
Descriptors: Homosexuality, Sexual Orientation, Sexual Identity, Physical Education
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Smith, Margaret; Finneran, John; Droppa, Marj – Journal of Alcohol and Drug Education, 2014
This study investigated the high risk drinking practices of unaffiliated college students who are not involved in formal athletics, fraternities, or sororities. Using a qualitative research design, the investigators interviewed students at a northeast public college in fall 2010 to learn about unaffiliated students' drinking experiences and their…
Descriptors: Drinking, Alcohol Abuse, College Students, Qualitative Research
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Lemphane, Polo; Prinsloo, Mastin – Journal of Multilingual and Multicultural Development, 2014
Contemporary movements of people and resources across rural and urban settings, city locales and national and regional borders produce challenges for familiar ways of studying languages as located and stable systems and of literacies as standardised ways of reading and writing texts. This study contrasts children's digital communicative literacy…
Descriptors: Foreign Countries, Technological Literacy, Suburbs, Middle Class
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