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Quick, John M.; Atkinson, Robert K.; Lin, Lijia – International Journal of Game-Based Learning, 2012
A survey study was conducted to better understand how gameplay enjoyment relates to players' personality traits and video game preferences. This study demonstrated that the core design elements of games that lead to enjoyment can be empirically identified. Similarly, it showed that considering personality, an individual characteristic, can produce…
Descriptors: Video Games, Taxonomy, Personality Traits, Preferences
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Henrichs, Erinn L.; Jackson, Julie K. – Science and Children, 2012
Establishing classroom routines that provide students with the opportunities to learn and successfully apply the language of science is a daunting task. With minor variations, research has shown that effective and comprehensive vocabulary programs share four common elements: they are rich and varied language experiences; they teach well-selected…
Descriptors: Teaching Methods, Learning Strategies, Science Instruction, Vocabulary Development
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Annetta, Leonard; Burton, Erin Peters; Frazier, Wendy; Cheng, Rebecca; Chmiel, Margaret – Science Scope, 2012
As smartphones become more ubiquitous among adolescents, there is increasing potential for these as a tool to engage students in science instruction through innovative learning environments such as augmented reality (AR). Aligned with the National Science Education Standards (NRC 1996) and integrating the three dimensions of "A Framework for K-12…
Descriptors: Science Instruction, Elementary Secondary Education, Science Activities, Educational Technology
Petty, Ana Lucia; de Souza, Maria Thereza C. Coelho – Online Submission, 2012
The aim of this paper is to discuss executive functions and playing games, considering Piaget's work (1967) and the neuropsychological framework (Barkley, 1997, 2000; Cypel, 2007). Two questions guide the discussion: What are the intersections between playing games and the development of executive functions? Can we stimulate children with learning…
Descriptors: Games, Cognitive Development, Cognitive Processes, Play
Catala, Alejandro; Garcia-Sanjuan, Fernando; Pons, Patricia; Jaen, Javier; Mocholi, Jose A. – International Association for Development of the Information Society, 2012
Children nowadays consume and manage lots of interactive digital software. This makes it more interesting and powerful to use digital technologies and videogames supporting learning experiences. However, in general, current digital proposals lack of in-situ social interaction supporting natural exchange and discussion of ideas in the course of…
Descriptors: Foreign Countries, Educational Games, Computer Software, Story Telling
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Nelson, P. Brooke; Adamson, Lauren B.; Bakeman, Roger – Social Development, 2012
In this longitudinal study, 52 typically developing preschoolers engaged in a hiding game with their mothers when children were 42-, 54-, and 66-months old. Children's understanding of mind, positive affect, and engagement with the task were rated, and mothers' utterances were coded for role and content. Analyses confirmed that some facets of…
Descriptors: Expertise, Mothers, Abstract Reasoning, Longitudinal Studies
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Ariyabuddhiphongs, Vanchai – International Journal of Mental Health and Addiction, 2012
This paper uses the social cognitive theory model to review the literature on older adult gambling, and related personal and environment characteristics. Results show that lottery is the kind of gambling most frequently played by older adults, followed by casino games. Older adults take trips to casinos to socialize, find excitement, and win…
Descriptors: Older Adults, Program Effectiveness, Longitudinal Studies, Epistemology
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Bello, A.; Giannantoni, P.; Pettenati, P.; Stefanini, S.; Caselli, M. C. – International Journal of Language & Communication Disorders, 2012
Background: Understanding lexical abilities in infants and toddlers is important, yet no single tool can be used. Aims: To perform a validation of a new tool (known as the Picture Naming Game, or "PiNG") for assessing lexical comprehension and production in toddlers and to obtain developmental trends for Italian children. Methods &…
Descriptors: Foreign Countries, Naming, Games, Measures (Individuals)
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Short, Daniel – Teaching Science, 2012
Minecraft is a multiplayer sandbox video game based in a virtual world modeled on the real world. Players are able to build and craft everyday items using blocks. The cubic geometry of Minecraft lends itself to the teaching of various academic subjects. Minecraft also has a functioning ecology, with chemistry and physics aspects interwoven within…
Descriptors: Science Instruction, Educational Technology, Simulation, Scientific Concepts
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Avila, Cheryl L.; Ortiz, Enrique – Mathematics Teaching in the Middle School, 2012
Learning mathematics is challenging. It requires discipline, logic, precision, perseverance, and accuracy. It can also be fun. When mathematics is set in a context that inspires students to want to solve interesting problems, students will have an intrinsic desire to learn the necessary skills to accomplish a specific goal. The game of Crypto! was…
Descriptors: Matrices, Graphing Calculators, Mathematics Instruction, Secondary School Mathematics
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Gray, Ross; Gray, Andrew; Fite, Jessica L.; Jordan, Renee; Stark, Sarah; Naylor, Kari – CBE - Life Sciences Education, 2012
Phagocytosis and exocytosis are two cellular processes involving membrane dynamics. While it is easy to understand the purpose of these processes, it can be extremely difficult for students to comprehend the actual mechanisms. As membrane dynamics play a significant role in many cellular processes ranging from cell signaling to cell division to…
Descriptors: Educational Games, Botany, Cytology, Science Process Skills
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Stenros, Jaakko; Waern, Annika; Montola, Markus – Simulation & Gaming, 2012
Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in…
Descriptors: Design, Evaluation Methods, Evaluation Problems, Research Methodology
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Griffith, Lauren Miller – College Teaching, 2012
Undergraduate students often struggle with understanding the theories of Bourdieu, but they are essential for understanding how power and privilege are reproduced in society. Revealing students' complicity in this system is a powerful teaching moment, but it is often difficult to make the lesson and advanced theory accessible without triggering…
Descriptors: Undergraduate Students, Defense Mechanisms, Higher Education, Games
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Locey, Matthew L.; Rachlin, Howard – Journal of the Experimental Analysis of Behavior, 2012
Humans often make seemingly irrational choices in situations of conflict between a particular smaller-sooner reinforcer and a more abstract, temporally extended, but larger reinforcer. In two experiments, the extent to which the availability of commitment responses--self-imposed restrictions on future choices--might improve self-control in such…
Descriptors: Cooperation, Control Groups, Institutionalized Persons, Positive Reinforcement
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Campbell, Colin A.; Derevensky, Jeffrey L.; Meerkamper, Eric; Cutajar, Jo – International Journal of Mental Health and Addiction, 2012
Considerable research has begun to address youth gambling issues from a bio-psycho-social perspective. The current Canadian national study adds to this body of knowledge by examining the cultural influences impacting parent's attitudes, behaviors and perceptions of youth gambling. A total of 3,279 parents with a child between the ages of 13 and 18…
Descriptors: Adolescents, Cultural Differences, Foreign Countries, Cultural Influences
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