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Lee, Hsiao Ping; Huang, Yen-Hsuan; Sheu, Tzu-Fang – International Association for Development of the Information Society, 2013
The number of visually impaired people is increasing year by year. Although attention has been given to the needs of people with disabilities, most of the discussion has focused on social welfare, while talk about assistive technology for people with disabilities is rare. The blind need training courses for reconstruction and rehabilitation.…
Descriptors: Visual Impairments, Blindness, Educational Games, Interactive Video
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Brennan, Ross; Vos, Lynn – Journal of Marketing Education, 2013
The need to endow marketing graduates with skills relevant to employability grows ever more important. Marketing math and elementary financial understanding are essential employability skills, particularly given the contemporary emphasis on marketing metrics, but the evidence is that marketing graduates are often relatively weak in such skills.…
Descriptors: Marketing, College Students, Simulation, Educational Games
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Ferguson, Christopher J.; Garza, Adolfo; Jerabeck, Jessica; Ramos, Raul; Galindo, Mariza – Journal of Youth and Adolescence, 2013
The United States Supreme Court's recent decision relating to violent video games revealed divisions within the scientific community about the potential for negative effects of such games as well as the need for more, higher quality research. Scholars also have debated the potential for violent games to have positive effects such as on…
Descriptors: Grade Point Average, Outcome Measures, Video Games, Effect Size
Lomas, Derek; Ching, Dixie; Stampfer, Eliane; Sandoval, Melanie; Koedinger, Ken – Society for Research on Educational Effectiveness, 2011
Given the strong relationship between number line estimation accuracy and math achievement, might a computer-based number line game help improve math achievement? In one study by Rittle-Johnson, Siegler and Alibali (2001), a simple digital game called "Catch the Monster" provided practice in estimating the location of decimals on a…
Descriptors: Numeracy, Mathematical Concepts, Mathematics Instruction, Arithmetic
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Garcia, Lucy; Nussbaum, Miguel; Preiss, David D. – Computers & Education, 2011
The main purpose of this study was to assess whether seventh-grade students use of information and communication technology (ICT) was related to performance on working memory tasks. In addition, the study tested whether the relationship between ICT use and performance on working memory tasks interacted with seventh-grade students' socioeconomic…
Descriptors: Foreign Countries, Socioeconomic Status, Educational Games, Interaction
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Ritzhaupt, Albert; Higgins, Heidi; Allred, Beth – Journal of Interactive Learning Research, 2011
This study investigated the effects of modern educational game playing on middle school students' attitudes towards mathematics, mathematics self-efficacy, and mathematics achievement. Two hundred twenty-five middle school students from four different Title 1 schools in two different counties in the southeastern United States were recruited.…
Descriptors: Middle School Students, Play, Economic Status, Student Attitudes
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Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males
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Whitehouse, Pamela – Journal of Interactive Learning Research, 2011
The purpose of this paper is to explore a teacher professional development program embedded in a networked learning environment, and to offer an emerging model and analytic matrix of 21st century teacher professional development. The Globaloria program is based on theories of learning by design and facilitates teachers and students as they create…
Descriptors: Faculty Development, Learning Theories, Computers, Games
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Berland, Matthew; Lee, Victor R. – International Journal of Game-Based Learning, 2011
This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative--that is, a game requires that players work in joint pursuit of a shared goal--the computational thinking is easily observed as distributed across…
Descriptors: Educational Games, Cooperation, Computation, Thinking Skills
Wijaya, Ariyadi; Doorman, L. Michiel; Keijze, Ronald – Journal of Science and Mathematics Education in Southeast Asia, 2011
In this paper, we describe the way in which traditional Indonesian games can support the learning of linear measurement. Previous research has revealed that young children tend to perform measurement as an instrumental procedure. This tendency may be due to the way in which linear measurement has been taught as an isolated concept, which is…
Descriptors: Measurement, Grade 2, Indonesian, Mathematical Concepts
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Messias, Erick; Castro, Juan; Saini, Anil; Usman, Manzoor; Peeples, Dale – Suicide and Life-Threatening Behavior, 2011
We investigated the association between excessive video game/Internet use and teen suicidality. Data were obtained from the 2007 and 2009 Youth Risk Behavior Survey (YRBS), a high school-based, nationally representative survey (N = 14,041 and N = 16,410, respectively). Teens who reported 5 hours or more of video games/Internet daily use, in the…
Descriptors: Video Games, At Risk Students, Suicide, Internet
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Parker, Daniel; Kamps, Debra – Focus on Autism and Other Developmental Disabilities, 2011
In this study, written task analyses with self-monitoring were used to teach functional skills and verbal interactions to two high-functioning students with autism in social settings with peers. A social script language intervention was included in two of the activities to increase the quantity of verbal interaction between the students and peers.…
Descriptors: Scripts, Verbal Communication, Intervention, Intervals
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Maass, Asja; Kollhorster, Kirsten; Riediger, Annemarie; MacDonald, Vanessa; Lohaus, Arnold – European Journal of Psychology of Education, 2011
The present study focuses on the short-term effects of electronic entertainment media on memory and learning processes. It compares the effects of violent versus non-violent computer game content in a condition of playing and in another condition of watching the same game. The participants consisted of 83 female and 94 male adolescents with a mean…
Descriptors: Metabolism, Visual Aids, Adolescents, Computers
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Kameda, Tatsuya; Tsukasaki, Takafumi; Hastie, Reid; Berg, Nathan – Psychological Review, 2011
We introduce a game theory model of individual decisions to cooperate by contributing personal resources to group decisions versus by free riding on the contributions of other members. In contrast to most public-goods games that assume group returns are linear in individual contributions, the present model assumes decreasing marginal group…
Descriptors: Productivity, Game Theory, Democracy, Decision Making
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Like, Christopher – Physics Teacher, 2011
Many physics teachers assign projects where students are asked to measure real-world motion. One purpose of this student-centered activity is to cultivate the relevance of physics in their lives. Typical project topics may include measuring the speed of a student's fastball and calculating how much reaction time batters are given. Another student…
Descriptors: Video Games, Physics, Student Interests, Scientific Concepts
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