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Thripp, Richard, Ed.; Sahin, Ismail, Ed. – Online Submission, 2020
"Proceedings of International Conference on Humanities, Social and Education Sciences" includes full papers presented at the International Conference on Humanities, Social and Education Sciences (iHSES) which took place on July 15-19, 2020 in Washington, DC, USA. The aim of the conference is to offer opportunities to share your ideas, to…
Descriptors: Social Sciences, Elementary Secondary Education, Humanities, Young Adults
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Thripp, Richard, Ed.; Sahin, Ismail, Ed. – International Society for Technology, Education, and Science, 2020
"Proceedings of International Conference on Humanities, Social and Education Sciences" includes full papers presented at the International Conference on Humanities, Social and Education Sciences (iHSES), which took place on July 15-19, 2020, in Washington, D.C. The aim of the conference is to offer opportunities to share ideas, to…
Descriptors: Young Adults, Foreign Countries, Financial Education, Money Management
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Hernandez, Pedro; Gonzalez, Jose Luis – International Journal for Technology in Mathematics Education, 2011
The main purpose of this paper is to present an ongoing research study on the evolution of pre-numerical and pre-inductive levels of ordinal thought in students from three to seven years old. Our methodology is based on multimedia technology, an automatic and objective record of the data and minimal interaction between students and researcher. A…
Descriptors: Foreign Countries, Models, Measurement, Urban Schools
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Habgood, M. P. Jacob; Ainsworth, Shaaron E. – Journal of the Learning Sciences, 2011
The concept of "intrinsic motivation" lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of "intrinsic integration" as…
Descriptors: Educational Games, Incentives, Student Motivation, Time on Task
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Thomas, Michael K.; Ge, Xun; Greene, Barbara A. – Journal of Educational Computing Research, 2011
This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the…
Descriptors: Video Games, Ethnography, Programming, Skill Development
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Anagnostou, Kostas; Pappa, Anastasia – International Journal of Game-Based Learning, 2011
In this work, the authors analyze the video game genres' features and investigate potential mappings to specific didactic approaches in the context of Physics education. To guide the analysis, the authors briefly review the main didactic approaches for Physics and identify qualities that can be projected into game features. Based on the…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Educational Technology
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Klotz, Dorothy – Decision Sciences Journal of Innovative Education, 2011
"The Bicycle Assembly Line Game" is a team-based, in-class activity that helps students develop a basic understanding of continuously operating processes. Each team of 7-10 students selects one of seven prefigured bicycle assembly lines to operate. The lines are run in real-time, and the team that operates the line that yields the…
Descriptors: Teamwork, Educational Games, Learning Processes, Income
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Bergen, Doris; Davis, Darrel – American Journal of Play, 2011
Many early developmental theorists such as Freud, Erikson, Piaget, and Vygotsky suggested that play--which the authors of this article define as both playful activity and playful thought--had the power to influence the moral emotions, behaviors, and reasoning of children. More recent researchers have also found evidence of moral development in…
Descriptors: Play, Moral Development, Video Games, Information Technology
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Cheteyan, Leslie A.; Hengeveld, Stewart; Jones, Michael A. – College Mathematics Journal, 2011
In this paper, we review the rules and game board for "Chutes and Ladders", define a Markov chain to model the game regardless of the spinner range, and describe how properties of Markov chains are used to determine that an optimal spinner range of 15 minimizes the expected number of turns for a player to complete the game. Because the Markov…
Descriptors: Markov Processes, Mathematics Instruction, Games, Teaching Methods
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Petsche, Jennifer – Knowledge Quest, 2011
Using educational games to learn or reinforce lessons engages students and turns a potentially boring subject into something exciting and desirable to know! Games offer teachers and parents a new way to grab students' attention so that they will retain information. Games have become a teaching tool, an invaluable resource for reaching students in…
Descriptors: Educational Games, Teaching Methods, Instructional Design, Educational Practices
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Zentall, Thomas R.; Stagner, Jessica P. – Learning and Motivation, 2011
Pigeons show a preference for an alternative that provides them with discriminative stimuli (sometimes a stimulus that predicts reinforcement and at other times a stimulus that predicts the absence of reinforcement) over an alternative that provides them with nondiscriminative stimuli, even if the nondiscriminative stimulus alternative is…
Descriptors: Stimuli, Behavior, Reinforcement, Probability
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Smith, Marissa; Hubbard, Julie A.; Laurenceau, Jean-Philippe – Journal of Experimental Child Psychology, 2011
The current study used latent profile analysis (LPA) to examine anger control in 257 second-grade children (approximately 8 years of age). Anger was induced through losing a game and prize to a confederate who cheated. Three components of anger control were assessed: self-report of awareness of anger, observed intensity of angry facial…
Descriptors: Intervention, Physiology, Profiles, Psychological Patterns
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Starcevic, Vladan; Berle, David; Porter, Guy; Fenech, Pauline – International Journal of Mental Health and Addiction, 2011
The objective of this study was to examine associations between problem video game use and psychopathology. The Video Game Use Questionnaire (VGUQ) and the Symptom Checklist 90 (SCL-90) were administered in an international anonymous online survey. The VGUQ was used to identify problem video game users and SCL-90 assessed dimensions of…
Descriptors: Video Games, Psychopathology, Questionnaires, Symptoms (Individual Disorders)
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Evans, Ryan; Lindner, Brett; Shi, Yixun – International Journal of Mathematical Education in Science and Technology, 2011
This article presents a few methods for generating Sudoku puzzles. These methods are developed based on the concepts of matrix, permutation, and modular functions, and therefore can be used to form application examples or student projects when teaching various mathematics courses. Mathematical properties of these methods are studied, connections…
Descriptors: Student Projects, Student Interests, Puzzles, Mathematics Instruction
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Wasterfors, David – Disability & Society, 2011
Intervention studies show that if children with disabilities play motion-controlled TV and computer games for training purposes their motivation increases and their training becomes more intensive, but why this happens has not been explained. This article addresses this question with the help of ethnographic material from a public project in…
Descriptors: Play, Video Games, Disabilities, Foreign Countries
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