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Shih, Ching-Hsiang; Chung, Chiao-Chen; Shih, Ching-Tien; Chen, Ling-Che – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The latest researches have adopted software technology turning the Nintendo Wii Balance Board into a high performance standing location detector. This study extended Wii Balance Board functionality to assess whether two people with developmental disabilities would be able to actively perform designated physical activities according to simple…
Descriptors: Stimulation, Physical Activities, Developmental Disabilities, Computer Software
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Hague, Steve S. – Journal of Natural Resources and Life Sciences Education, 2011
Understanding plant breeding as well as procedures and issues of seed companies are skills students studying agronomy need to acquire. Simulation games can be effective teaching tools in developing higher-order thinking skills of students. The "Fantasy Seed Company" game was developed to create motivated learners by allowing students to run a mock…
Descriptors: Role Playing, Fantasy, Agronomy, Thinking Skills
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Nordine, Jeffrey C. – Physics Teacher, 2011
High-quality physics instruction is contextualized, motivates students to learn, and represents the discipline as a way of investigating the world rather than as a collection of facts and equations. Inquiry-oriented pedagogy, such as problem-based instruction, holds great promise for both teaching physics content and representing the process of…
Descriptors: Science Instruction, Problem Based Learning, Calculus, Mechanics (Physics)
Adams, Caralee – Instructor, 2011
Recess has been scaled back or cut altogether in a number of schools around the country. The trend can be traced back to the late eighties and was accelerated under No Child Left Behind. Districts under pressure to show academic progress began to squeeze as much instruction into the day as possible. Others eliminated recess because of concerns…
Descriptors: Play, Federal Legislation, Supervision, Academic Achievement
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Derby, Melanie; DeCesare, Carl – Technology and Engineering Teacher, 2011
An understanding of energy is critical to today's students, as energy-related spending in the United States tops 500 billion dollars per year (U.S. Department of Energy, 2010). Often, students do not consider where something as common as electricity comes from in order to charge an MP3 player or power a microwave. Students can realize real-world…
Descriptors: Energy, High School Students, Educational Games, Teaching Methods
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Karlsen, Faltin – International Journal of Mental Health and Addiction, 2011
While massively multiplayer online role-playing games like World of Warcraft are often accused of leading to excessive and harmful playing, the only gaming activity that is internationally recognized as a pathological disorder is excessive gambling. The present article seeks to establish empirical data on potential harmful online gaming through a…
Descriptors: Comparative Analysis, Role Playing, Internet, Video Games
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Braverman, Julia; LaBrie, Richard A.; Shaffer, Howard J. – Psychological Assessment, 2011
This article presents findings from the first taxometric study of actual gambling behavior to determine whether we can represent the characteristics of extreme gambling as qualitatively distinct (i.e., taxonic) or as a point along a dimension. We analyzed the bets made during a 24-month study period by the 4,595 most involved gamblers among a…
Descriptors: Internet, Public Policy, Classification, Team Sports
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Méndez, Laura; García-Pernía, María Ruth; Cortés, Sara – Journal of New Approaches in Educational Research, 2014
This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Secondary School Students
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Marín Díaz, Verónica; Martín-Párraga, Javier – Journal of New Approaches in Educational Research, 2014
The utilization of videogames is not too common due to their consideration as an element that interferes with the educational and learning process. Thus, few teachers are ready to include videogames as didactic tools. Nevertheless, some educators who consider that they have a potential to become didactic tools are progressively adopting videogames…
Descriptors: Teaching Methods, Video Games, Technology Uses in Education, Educational Technology
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Rodriguez-Illera, Jose Luis; Castells, Nuria Molas – Journal of Educational Multimedia and Hypermedia, 2014
The idea that different media can work in conjunction to transmit a story, understood as a distributed narrative, is a new one and has partly been developed as a result of the technological evolution of media. On a basic level, it has been applied in education in a similar way for a long time. However, transmedia storytelling based on digital…
Descriptors: Story Telling, Educational Technology, Secondary Schools, Educational Media
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Lentz, C. Lorelle; Seo, Kay Kyeong-Ju; Gruner, Bridget – Dimensions of Early Childhood, 2014
The conversation about young children and their use of technology has dramatically changed over the past ten years in the early childhood education community and in the general public. It appears the debate has moved forward from the question posed by Vail (2001) in her article titled, "How Young Is Too Young? When It Comes to Computer Use,…
Descriptors: Technology Uses in Education, Preschool Children, Preschool Education, Emergent Literacy
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Rosen, Brittany; McNeill, Elisa Beth; Wilson, Kelly – Health Educator, 2014
Would You Rather (WYR), with a Sexual Health Twist! teaching technique uses two youth games, "Would you rather…" and Twister®, to actively engage students in developing decision-making skills regarding human sexuality. Utilizing the "Would you rather" choices, the teacher provides a short scenario with two difficult choices.…
Descriptors: Health Education, Teaching Methods, Learning Activities, Educational Games
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Bissessar, Charmaine – Research in Comparative and International Education, 2014
The underlying theoretical framework of this qualitative case study was leadership and motivation. The research questions were: What issues and challenges to effective teaching and learning do you have? What mechanisms do you use to resolve these teaching and learning issues? The issues surrounding teaching and learning were leadership and…
Descriptors: Qualitative Research, Case Studies, Instructional Leadership, Motivation
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Tsai, Yueh-Feng; Kaufman, David – Journal of Educational Computing Research, 2014
Previous research by Tsai and Kaufman (2010a, 2010b) has suggested that computer-simulated virtual pet dogs can be used as a potential medium to enhance children's development of empathy and humane attitudes toward animals. To gain a deeper understanding of how and why interacting with a virtual pet dog might influence children's social and…
Descriptors: Animals, Play, Time, Interaction
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Lee, Chun-Yi; Chen, Ming-Jang; Chang, Wen-Long – EURASIA Journal of Mathematics, Science & Technology Education, 2014
The aim of this study is to investigate the effects of solution methods and question prompts on generalization and justification of non-routine problem solving for Grade 9 students. The learning activities are based on the context of the frog jumping game. In addition, related computer tools were used to support generalization and justification of…
Descriptors: Mathematics Instruction, Problem Solving, Computer Games, Educational Technology
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