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Pareto, Lena; Haake, Magnus; Lindstrom, Paulina; Sjoden, Bjorn; Gulz, Agneta – Educational Technology Research and Development, 2012
This paper presents an educational game in mathematics based on an apprenticeship model using a teachable agent, as well as an evaluative study of how the game affects (1) conceptual understanding and (2) attitudes towards mathematics. In addition, we discuss how collaborative and competitive affordances of the game may affect understanding and…
Descriptors: Educational Games, Computer Uses in Education, Mathematics, Student Attitudes
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Van Swol, Lyn M.; Braun, Michael T.; Malhotra, Deepak – Discourse Processes: A Multidisciplinary Journal, 2012
The study used Linguistic Inquiry and Word Count and Coh-Metrix software to examine linguistic differences with deception in an ultimatum game. In the game, the Allocator was given an amount of money to divide with the Receiver. The Receiver did not know the precise amount the Allocator had to divide, and the Allocator could use deception.…
Descriptors: Cues, Linguistics, Deception, Computer Software
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Oakes, Jane; Gardiner, Paula; McLaughlin, Kristin; Battersby, Malcolm – International Journal of Mental Health and Addiction, 2012
An innovative pilot treatment program was developed for problem gamblers living in rural areas of Australia using cognitive behaviour therapy (CBT) modified from an established specialist therapy service. The standard 12 weekly group program was delivered on site by adapting it to two 1 week blocks with daily group sessions and 1 week of patient…
Descriptors: Counseling Techniques, Pilot Projects, Rural Areas, Foreign Countries
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Ayas, Tuncay – Educational Sciences: Theory and Practice, 2012
This study is conducted to determine the relationship between the internet and computer games addiction level and the shyness among high school students. The participants of the study consist of 365 students attending high schools in Giresun city centre during 2009-2010 academic year. As a result of the study a positive, meaningful, and high…
Descriptors: Addictive Behavior, High School Students, Shyness, Internet
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Nisselle, Amy; Hanns, Shaun; Green, Julie; Jones, Tony – Technology, Pedagogy and Education, 2012
Hospitalised children and young people not only face challenges to their health but also to their continued education and social connections. These challenges can impact on future life trajectories, so it is crucial to maintain learning and socialising. Educational technologies, such as laptops and iPads, are used in the multidisciplinary…
Descriptors: Hospitals, Patients, Educational Technology, Educational Opportunities
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Sugden, Steve – International Journal of Mathematical Education in Science and Technology, 2012
A newspaper numbers game based on simple arithmetic relationships is discussed. Its potential to give students of elementary algebra practice in semi-"ad hoc" reasoning and to build general arithmetic reasoning skills is explored. (Contains 3 figures, 7 tables and 3 notes.)
Descriptors: Arithmetic, Algebra, Mathematics Skills, Mathematical Logic
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Schlottmann, Anne; Harman, Rachel M.; Paine, Julie – Psicologica: International Journal of Methodology and Experimental Psychology, 2012
Under the normative Expected Value (EV) model, multiple outcomes are additive, but in everyday worth judgement intuitive averaging prevails. Young children also use averaging in EV judgements, leading to a disordinal, crossover violation of utility when children average the part worths of simple gambles involving independent events (Schlottmann,…
Descriptors: Task Analysis, Models, Children, Age Differences
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Wroughton, Jacqueline; Nolan, Joseph – Journal of Statistics Education, 2012
Understanding counting rules is challenging for students; in particular, they struggle with determining when and how to implement combinations, permutations, and the multiplication rule as tools for counting large sets and computing probability. We present an activity--using ideas from the games of poker and pinochle--designed to help students…
Descriptors: Probability, Mathematics Instruction, Mathematics Skills, Teaching Methods
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Pagnotti, John; Russell, William B., III – Social Studies, 2012
How can teachers utilize video games in the classroom, harnessing a technology that is gaining "market share" in the lives of our students? This article will provide classroom teachers with a research-based rationale for using video games along with a viable, classroom-tested lesson to teach social studies content using a widely…
Descriptors: World History, Video Games, History Instruction, Learner Engagement
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Kelle Murphy; Julienne K. Maeda – Journal of Physical Education, Recreation & Dance, 2012
Students from diverse, multicultural families and backgrounds fill today's classrooms. Diversity encompasses ethnicity, gender, ability level, learning style, English language learners, socioeconomic status, and cultural values. Educators have a responsibility to offer inclusive curricula tailored to the needs of all students. Teaching…
Descriptors: Foreign Countries, Physical Education, Teaching Methods, Class Activities
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Clyde, Jerremie; Wilkinson, Glenn – International Journal of Virtual and Personal Learning Environments, 2011
This paper contrasts the importance of procedural rhetoric for the use of games in university and college level historical education with the use of history themed digital simulations. This paper starts by examining how history functions as a form of disciplinary knowledge and how this disciplinary way of knowing things is taught in the post…
Descriptors: Computer Games, Computer Simulation, History Instruction, Higher Education
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Torrence, Bruce – College Mathematics Journal, 2011
The game "Lights Out" and its mathematical predecessor, the sigma-plus game, has inspired an extensive mathematical literature. In this paper, the original game and a borderless version played on a torus are considered. We define an easy game to be one in which pushing the buttons that are originally lit solves the game. Easy games are classified…
Descriptors: Geometric Concepts, Mathematics Instruction, Teaching Methods, Educational Games
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Jang, YeiBeech; Ryu, SeoungHo – British Journal of Educational Technology, 2011
This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…
Descriptors: Games, Role Playing, Leadership, Gender Differences
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Cossairt, Travis J.; Grubbs, W. Tandy – Journal of Chemical Education, 2011
An open-access, Web-based mnemonic game is described whereby introductory chemistry knowledge is tested using mahjong solitaire game play. Several tile sets and board layouts are included that are themed upon different chemical topics. Introductory tile sets can be selected that prompt the player to match element names to symbols and metric…
Descriptors: Chemistry, Games, Science Education, Introductory Courses
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Schwinn, Steven D. – Social Education, 2011
Video games today give players an unprecedented opportunity to become part of the game. They literally put players in the game. And with rapid technological improvements and endless creativity, games are only becoming more realistic. They are also becoming more violent. Today's games allow players to kill, maim, dismember, and torture victims by…
Descriptors: Video Games, Constitutional Law, Children, Youth
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