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Wesselmann, Eric D.; Ren, Dongning; Swim, Emily; Williams, Kipling D. – International Journal of Developmental Science, 2013
Ostracism--being ignored and excluded--is a painful event that threatens fundamental needs. Ostracized individuals' reflective responses focus on cognitive appraisal and motivated recovery, and previous research suggests these appraisals can help or hinder recovery. Rumination is a negative style of cognitive appraisal that often leads to…
Descriptors: Social Isolation, Interpersonal Relationship, Hypothesis Testing, Coping
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Beavis, Catherine – Changing English: Studies in Culture and Education, 2013
How to understand and argue for the nature and place of literary texts and experience in contemporary English curriculum has been and continues to be the subject of much debate. While literature as traditionally conceptualised remains an important presence in much English curriculum, the notion of what "literature" is, or what the…
Descriptors: English Instruction, Literature, Foreign Countries, Learning Modalities
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Bidarra, José; Rothschild, Meagan; Squire, Kurt; Figueiredo, Mauro – International Journal of Web-Based Learning and Teaching Technologies, 2013
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
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Jakab, Cheryl – Research in Science Education, 2013
This paper reports on 6-11-year-old children's "sayings and doings" (Harré 2002) as they explore molecule artefacts in dialectical-interactive teaching interviews (Fleer, "Cultural Studies of Science Education" 3:781-786, 2008; Hedegaard et al. 2008). This sociocultural study was designed to explore children's…
Descriptors: Children, Science Process Skills, Scientific Attitudes, Discourse Analysis
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Nursyahidah, Farida; Putri, Ratu Ilma Indra; Somakim – Indonesian Mathematical Society Journal on Mathematics Education, 2013
This research aim is to know the students' understanding in adding number up to 20 using traditional game of dakocan and to acquire learning trajectory of adding number up to 20 using traditional game of dakocan for the first grade of primary school. This research used methodology of design research that consists of three phases, there are…
Descriptors: Mathematics Instruction, Foreign Countries, Grade 1, Elementary School Mathematics
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Kaune, Christa; Nowinska, Edyta; Paetau, Annika; Griep, Mathilde – Indonesian Mathematical Society Journal on Mathematics Education, 2013
The results of international comparative studies have shown that relationships exist between metacognition and cognitive activation and learning success. Since 2007 we have been carrying out projects in Indonesia to improve cognitive and metacognitive activities of pupils of year 7 and their teachers. These activities are to contribute to the…
Descriptors: Sustainability, Educational Games, Mathematics Instruction, Grade 7
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Dereli-Iman, Esra – Educational Sciences: Theory and Practice, 2013
Social Problem Solving for Child Scale is frequently used to determine behavioral problems of children with their own word and to identify ways of conflict encountered in daily life, and interpersonal relationships in abroad. The primary purpose of this study was to adapt the Wally Child Social Problem-Solving Detective Game Test. In order to…
Descriptors: Measures (Individuals), Behavior Problems, Interpersonal Competence, Conflict
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Gonzalez, J.; Pomares, H.; Damas, M.; Garcia-Sanchez,P.; Rodriguez-Alvarez, M.; Palomares, J. M. – IEEE Transactions on Education, 2013
As embedded systems are becoming prevalent in everyday life, many universities are incorporating embedded systems-related courses in their undergraduate curricula. However, it is not easy to motivate students in such courses since they conceive of embedded systems as bizarre computing elements, different from the personal computers with which they…
Descriptors: Video Games, Video Equipment, Programming, Undergraduate Students
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Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz – Chemical Engineering Education, 2013
Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…
Descriptors: Social Networks, Chemical Engineering, Computer Games, Teaching Methods
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Marino, Matthew T.; Israel, Maya; Beecher, Constance C.; Basham, James D. – Journal of Science Education and Technology, 2013
Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students' reading ability level and disability status are related to their video…
Descriptors: Science Education, Video Games, Reading Ability, Disabilities
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Magnifico, Alecia Marie; Olmanson, Justin; Cope, Bill – E-Learning and Digital Media, 2013
In this article the authors examine motivational constructs through the lens of new media-supported educational efforts. By examining a range of online, new-media-based learning communities and instructional technologies, they analyze the ways in which motivation is positioned within the field of education, how ecologies of motivation embedded…
Descriptors: Student Motivation, Electronic Learning, Educational Technology, Learner Engagement
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Tortosa, Maria I.; Strizhko, Tatiana; Capizzi, Mariagrazia; Ruz, Maria – Psicologica: International Journal of Methodology and Experimental Psychology, 2013
Emotions displayed by others are pivotal ingredients of the decisions we make in social contexts. However, most of the research to date has focused on the subjective emotion of the decider rather than on the emotional expressions of the partners in the interaction. The present investigation was designed to explore how happy and angry facial…
Descriptors: Trust (Psychology), Emotional Response, Games, Interaction
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Vandercruysse, Sylke; Vandewaetere, Mieke; Cornillie, Frederik; Clarebout, Geraldine – Educational Technology Research and Development, 2013
Although educational games have become quite popular in recent research, only a limited number of studies have focused on the effectiveness of these games. While numerous claims have been made about the effectiveness of games, the studies that examine educational effectiveness often contain flaws resulting in unclear conclusions. One possible…
Descriptors: Educational Games, Competition, Teaching Methods, Instructional Effectiveness
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Cuccurullo, Stefania; Francese, Rita; Passero, Ignazio; Tortora, Genoveffa – International Journal of Distance Education Technologies, 2013
The environmental priority requires structural interventions that will be effective in the long period only if they are accompanied by modifications of behaviors, orientations and beliefs, specially investing in the new generations. This paper presents a 3D Virtual World serious game named Pappi World, designed according to pedagogical theories…
Descriptors: Sanitation, Computer Simulation, Simulated Environment, Educational Technology
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Hughes, Michael G.; Day, Eric Anthony; Wang, Xiaoqian; Schuelke, Matthew J.; Arsenault, Matthew L.; Harkrider, Lauren N.; Cooper, Olivia D. – Journal of Applied Psychology, 2013
An inherent aspect of learner-controlled instructional environments is the ability of learners to affect the degree of difficulty faced during training. However, research has yet to examine how learner-controlled practice difficulty affects learning. Based on the notion of "desirable difficulties" (Bjork, 1994), this study examined the…
Descriptors: Learner Controlled Instruction, Difficulty Level, Young Adults, Males
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