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Shea, Andrea Misao – ProQuest LLC, 2014
Communication is a key component in learning a second language (L2). As important as the "ability" to communicate in the L2 is the willingness to use the L2 or, what has been identified in the literature as "Willingness to Communicate" (WTC). Language is best learned when situated in, and based on, real-life experiences.…
Descriptors: Second Language Learning, Communication Strategies, Teaching Methods, Technology Uses in Education
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Fruth, Jason D. – Reading Improvement, 2014
This quantitative study addresses the problem of reading and behavioral performance in elementary school by examining the impact of a universal preventive intervention on both the proximal and distal outcomes of students in the fourth grade at a mid-western elementary school. These proximal outcomes (disruptions per student per hour) were measured…
Descriptors: Statistical Analysis, Reading Difficulties, Behavior Problems, Elementary School Students
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Matthew T. Marino; Kathleen M. Becht; Eleazar Vasquez; Jennifer L. Gallup; James D. Basham; Benjamin Gallegos – TEACHING Exceptional Children, 2014
Mobile devices, including iPads, tablets, and so on, are common in high schools across the country. Unfortunately, many secondary teachers see these devices as distractions rather than tools for scaffolding instruction. This article highlights current research related to the use of video games as a means to increase the cognitive and social…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Video Games
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Leeder, Chris; Markey, Karen; Yakel, Elizabeth – College & Research Libraries, 2012
This study measured the quality of student bibliographies through creation of a faceted taxonomy flexible and fine-grained enough to encompass the variety of online sources cited by today's students. The taxonomy was developed via interviews with faculty, iterative refinement of categories and scoring, and testing on example student…
Descriptors: Taxonomy, Bibliographies, Information Literacy, Interviews
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Mariscal, Antonio Joaquin Franco; Martinez, Jose Maria Oliva; Marquez, Serafin Bernal – Journal of Chemical Education, 2012
This paper describes an educational card game designed to help high school students (grade 10, 15-16 years old) "understand," as opposed to memorize, the periodic table. The game may also be used to identify different chemical elements found in daily life objects. As an additional value, students learn the names and symbols of the displayed…
Descriptors: Teaching Methods, Grade 10, Educational Games, Secondary School Science
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Kavak, Nusret – Journal of Chemical Education, 2012
Learning the symbolic language of chemistry is a difficult task that can be frustrating for students. This article introduces a game, ChemOkey, that can help students learn the names and symbols of common ions and their compounds in a fun environment. ChemOkey, a game similar to Rummikub, is played with a set of 106 plastic or wooden tiles. The…
Descriptors: Chemistry, Familiarity, Symbolic Language, Science Instruction
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Iley, John L.; Hague, Doug – Tech Directions, 2012
Sustainable, or "green," manufacturing and its practices are becoming more and more a part of today's industry, including wood product manufacturing. This article provides introductory information on green manufacturing in wood technology and a crossword puzzle based on green manufacturing terms. The authors use the puzzle at the college level to…
Descriptors: Puzzles, Educational Technology, Educational Games, Woodworking
Sharek, David J. – ProQuest LLC, 2012
Engagement is a worthwhile psychological construct to examine in the context of online training and video games. In this context, previous research suggests that the more engaged a person is, the more likely they are to experience overall positive affect while performing at a high level. This research builds on theories of engagement, Flow Theory,…
Descriptors: Video Games, Learner Engagement, Prediction, Comparative Analysis
Rus, Vasile; Moldovan, Cristian; Niraula, Nobal; Graesser, Arthur C. – International Educational Data Mining Society, 2012
In this paper we address the important task of automated discovery of speech act categories in dialogue-based, multi-party educational games. Speech acts are important in dialogue-based educational systems because they help infer the student speaker's intentions (the task of speech act classification) which in turn is crucial to providing adequate…
Descriptors: Educational Games, Feedback (Response), Classification, Expertise
Chung, Gregory K. W. K.; Kerr, Deirdre S. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
In this primer we briefly describe our perspective and experience in using data logging to support measurement of student learning in a game testbed ("Save Patch") we developed for research purposes. The goal of data logging is to support the derivation of cognitively meaningful measures and affectively meaningful measures from a combination of…
Descriptors: Educational Games, Data Collection, Measurement, Best Practices
Walker, Beth Ann – ProQuest LLC, 2012
Virtual gaming has taken the world by storm and is being used by a much larger population than originally anticipated. Since the Wii was put on the market, occupational therapists around the world have begun to incorporate its use as an intervention strategy for patients recovering from a wide scope of ailments. This use is ad hoc, intuitive, and…
Descriptors: Virtual Classrooms, Educational Games, Intervention, Older Adults
Renner, Hans-Georg – Online Submission, 2012
This paper describes practical examples of Adventure Therapy in the accompaniment of grieving children and adolescents in Germany. The article shows possible ways for colleagues, also in other countries, and wants to encourage professional companions to approach Adventure Therapy, as well as to stimulate exchange.
Descriptors: Children, Adolescents, Grief, Adventure Education
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Fraser, Ashley M.; Padilla-Walker, Laura M.; Coyne, Sarah M.; Nelson, Larry J.; Stockdale, Laura A. – Journal of Youth and Adolescence, 2012
Exposure to media violence, including violent video gaming, can have a cognitive desensitization effect, lowering empathic concern for others in need. Since emerging adulthood offers increased opportunities to volunteer, strengthen relationships, and initiate new relationships, decreases in empathic concern and prosocial behavior may prove…
Descriptors: Mass Media Effects, Video Games, Empathy, Volunteers
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Anderson, Neil – Australian and International Journal of Rural Education, 2012
This paper outlines a project to develop and track "design thinking" skills within groups of students in late primary and early secondary years of schooling in order to strengthen their creative skills and innovative mindsets. The outcome of the research will be the development of a model for the broad-based implementation of design…
Descriptors: Innovation, Rural Education, Multimedia Instruction, Computer Games
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Mastilak, Christian – Journal of Education for Business, 2012
Millennial students often possess characteristics at odds with typical lecture-based approaches to introductory accounting courses. The author introduces an approach for reaching millennial students early in introductory accounting courses in ways that fit millennials' characteristics. This article describes the use of the board game Monopoly[R]…
Descriptors: Socialization, Accounting, Introductory Courses, Teaching Methods
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