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Magnussen, Rikke; Hansen, Sidse Damgaard; Planke, Tilo; Sherson, Jacob Friis – Electronic Journal of e-Learning, 2014
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer. The primary aim of developing a game-based platform for student-research collaboration is to investigate if…
Descriptors: Educational Games, Student Participation, Scientific Research, Active Learning
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Hämäläinen, Raija; Oksanen, Kimmo – Technology, Pedagogy and Education, 2014
Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of game-based learning should be to introduce new ideas and deepen learners' in-depth understanding. However, studies have shown that shared high-level knowledge construction is a challenging process. Moreover, thus far, few empirical studies have…
Descriptors: Cooperative Learning, Educational Games, Teaching Methods, Simulated Environment
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Spangler, Gottfried; Zimmermann, Peter – International Journal of Behavioral Development, 2014
The aim of the present study was to examine differences in emotion expression and emotion regulation in emotion-eliciting situations in early adolescence from a bio-psycho-social perspective, specifically investigating the influence of early mother-infant attachment and attachment disorganization on behavioural and adrenocortical responses. The…
Descriptors: Early Adolescents, Emotional Response, Metabolism, Attachment Behavior
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Graham-Squire, Adam; Farnell, Elin; Stockton, Julianna Connelly – PRIMUS, 2014
The Mat-Rix-Toe project utilizes a matrix-based game to deepen students' understanding of linear algebra concepts and strengthen students' ability to express themselves mathematically. The project was administered in three classes using slightly different approaches, each of which included some editing component to encourage the…
Descriptors: College Mathematics, Content Area Writing, Algebra, Educational Games
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Ihmeideh, Fathi Mahmoud; Shawareb, Aseel Akram – Journal of Research in Childhood Education, 2014
Parenting styles are known to have a powerful influence on child development, and as such they can significantly influence children's Internet use. The purpose of this study is to examine the Internet parenting style of Jordanian parents and their perspectives on their children's Internet use. Children's Internet use was evaluated in terms of four…
Descriptors: Internet, Parenting Styles, Child Rearing, Access to Computers
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Hitosugi, Claire Ikumi; Schmidt, Matthew; Hayashi, Kentaro – CALICO Journal, 2014
This mixed-method study explored the impact of "Food Force (FF)", a UN-sponsored off-the-shelf videogame, on learner affect and vocabulary learning and retention in a Japanese as a second/foreign language classroom. The videogame was integrated into an existing curriculum and two studies were performed. In Study 1 (n = 9), new vocabulary…
Descriptors: Mixed Methods Research, Video Games, Technology Uses in Education, Japanese
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Vandermaas-Peeler, Maureen; Pittard, Caroline – Early Child Development and Care, 2014
Mathematical knowledge at school entry predicts school achievement, and children from low-income families are at risk for low math achievement. The study purpose was to observe low-income parents' numeracy guidance in two contexts, a board game and a number concept assessment, and to compare preschoolers' independent and guided math…
Descriptors: Social Environment, Preschool Children, Disadvantaged Youth, Low Income
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Goh, Suk Meng – Advances in Engineering Education, 2012
The objective of this study is to evaluate the potential of a game called "Star Power" to teach professional skills to mechanical engineering undergraduates. The game was conducted as an activity in a final year Professional Practice unit. A survey in the form of a questionnaire was administered to participating students in the following…
Descriptors: Foreign Countries, Educational Games, Engineering, Engineering Education
Kim, Jinok; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
In this study we compared the effects of two math game designs on math and game performance, using discrete-time survival analysis (DTSA) to model players' risk of not advancing to the next level in the game. 137 students were randomly assigned to two game conditions. The game covered the concept of a unit and the addition of like-sized fractional…
Descriptors: Educational Games, Mathematics Instruction, Mathematics, Design
Oh, Yoonsin – ProQuest LLC, 2012
Girls 6 to 19 years old have the highest rates of obesity with about thirty percent being obese in the US (Ogden et al., 2006). Researchers studying the prevention of childhood obesity are examining exergames because playing video games is popular among youth (Rideout, Foehr, & Roberts, 2010). Recent research has mainly focused on energy…
Descriptors: Females, Physical Activities, Video Games, Obesity
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Apperley, Thomas; Walsh, Christopher – Literacy, 2012
This article argues that digital games and school-based literacy practices have much more in common than is reported in the research literature. We describe the role digital game paratexts--ancillary print and multimodal texts about digital games--can play in connecting pupils' gaming literacy practices to "traditional" school-based literacies…
Descriptors: Teachers, Literature, Literacy, Students
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Gray, Kishonna L. – Bulletin of Science, Technology & Society, 2012
This article examines the response of minority gamers as they adopt new innovations in Xbox Live. Using diffusion of innovation theory, specific attention is given to gamers' rate of adoption of the new Xbox Live environment, which was a recent update to the Xbox Live interface. By employing virtual ethnography, observations, and interviews reveal…
Descriptors: Ethnography, Decision Making, Educational Innovation, Innovation
Mitchell, Rebecca; DeBay, Dennis – Learning & Leading with Technology, 2012
Kids love augmented reality (AR) simulations because they are like real-life video games. AR simulations allow students to learn content while collaborating face to face and interacting with a multimedia-enhanced version of the world around them. Although the technology may seem advanced, AR software makes it easy to develop content-based…
Descriptors: Educational Technology, Video Games, Simulation, Computer Software
Lorenzi, Natalie – Instructor, 2012
Math games bring out kids' natural love of numbers. Yet in the waning days of school, students can't wait for that final bell to ring. Each summer, most students lose about two months of mathematical computation skills. So how do teachers keep their students focused on math up till the end? Before sending them off for the summer, get them hooked…
Descriptors: Mathematics Instruction, Educational Games, Teaching Methods, Learning Activities
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Schmidt, Marco F. H.; Rakoczy, Hannes; Tomasello, Michael – Cognition, 2012
To become cooperative members of their cultural groups, developing children must follow their group's social norms. But young children are not just blind norm followers, they are also active norm enforcers, for example, protesting and correcting when someone plays a conventional game the "wrong" way. In two studies, we asked whether young children…
Descriptors: Young Children, Norms, Child Development, Games
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