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Hwang, Ming-Yueh; Hong, Jon-Chao; Hao, Yung-wei; Jong, Jyh-Tsorng – Educational Gerontology, 2011
Daily physical activities may slow down the deterioration of cognitive aging. This study intended to develop embodiment interactive video games with friendly human-machine interface to break through the elder's literacy, cognitive aging, and psychomotor hindrances toward technology. Another objective was to understand, through field experiments…
Descriptors: Physical Activities, Maintenance, Cognitive Processes, Aging (Individuals)
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King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2011
The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…
Descriptors: Play, Video Games, Role, Addictive Behavior
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Person, Ashley L.; Colby, Sarah E.; Eubanks, Janie W. – Journal of Nutrition Education and Behavior, 2011
Nutritionopoly, an interactive educational program based on the popular board game, Monopoly, was held at a college university dining hall. Students actively participated in the game while learning important nutrition and health-related information. Feedback showed that it was effective in increasing awareness and knowledge while being fun and…
Descriptors: Feedback (Response), Educational Games, College Students, Educational Strategies
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Mackey, Allyson P.; Hill, Susanna S.; Stone, Susan I.; Bunge, Silvia A. – Developmental Science, 2011
The goal of this study was to determine whether intensive training can ameliorate cognitive skills in children. Children aged 7 to 9 from low socioeconomic backgrounds participated in one of two cognitive training programs for 60 minutes/day and 2 days/week, for a total of 8 weeks. Both training programs consisted of commercially available…
Descriptors: Standardized Tests, Cognitive Processes, Training, Computer Uses in Education
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Charles, Darryl; Charles, Therese; McNeill, Michael; Bustard, David; Black, Michaela – British Journal of Educational Technology, 2011
It is generally accepted that informative and timely feedback is important to a student's learning experience within higher education. In the study of commercial digital games it has also become increasingly understood that games are particularly good at providing effective feedback of this form to gameplayers. We discuss recent game based…
Descriptors: Feedback (Response), Educational Games, Student Participation, Computers
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van der Meij, Hans; Albers, Eefje; Leemkuil, Henny – British Journal of Educational Technology, 2011
This paper examines whether people benefit more from playing a commercial off-the-shelf game in pairs rather than in solitary mode. The basic idea behind this didactic method is that there is a serious risk that solitary game play yields insufficient articulation and explanation for learning to take place. Participants in the experimental…
Descriptors: Feedback (Response), Play, Educational Games, Cooperation
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Ronk, Marla J.; Hund, Alycia M.; Landau, Steven – Journal of Abnormal Child Psychology, 2011
Anecdotally and empirically, there is clear evidence that children with the Combined subtype of Attention-deficit/Hyperactivity Disorder (ADHD) experience disturbed peer relations, yet the field has not clearly established the origin of these difficulties. This is the first known investigation to examine the role of peer entry as a means to…
Descriptors: Social Development, Games, Observation, Children
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Woolley, Thomas E.; du Sautoy, Marcus P. F. – School Science Review, 2011
In 2006, Marcus du Sautoy delivered the Royal Institution Christmas Lectures on the subject of mathematics. From this, a workshop was created using ideas illustrated in the programme. A group of mathematical students from the University of Oxford, known as Marcus' Marvellous Mathemagicians, were trained in this workshop and now travel to schools…
Descriptors: Workshops, Classroom Environment, Experiments, Mathematics
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Heidorn, Brent; Weaver, R. Glenn – Strategies: A Journal for Physical and Sport Educators, 2011
In order to promote physical activity among youth, students should be taught activities they enjoy, and have the opportunity to develop skill and proficiency. This approach might result in more individuals being physically active for a lifetime, and therefore, potentially reduce the risk and onset of many chronic diseases. As educators consider…
Descriptors: Physical Education, Physical Activities, Physical Education Teachers, Youth
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Pricer, Wayne F. – Community College Enterprise, 2011
In this second installment of a two-part feature on immersive education a webliography will provide resources discussing the use of various types of computer simulations including: (a) augmented reality, (b) virtual reality programs, (c) gaming resources for teaching with technology, (d) virtual reality lab resources, (e) virtual reality standards…
Descriptors: Computer Simulation, Educational Technology, Educational Games, Academic Achievement
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Hainey, Tom; Connolly, Thomas; Stansfield, Mark; Boyle, Elizabeth – Computers & Education, 2011
Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies…
Descriptors: Higher Education, Games, Leisure Time, Fantasy
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Pinter, Klara – PRIMUS, 2011
The emphasis on problem solving and problem solving courses has become a standard staple of most teacher preparation programs in mathematics. While opinions differ on whether problem solving should be integrated throughout the preparatory courses or teachers should also have a dedicated course for it, everybody agrees that problem solving skills…
Descriptors: Problem Solving, Mathematics Instruction, Teacher Education Programs, Educational Games
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Sension-Hall, Debra – Journal of Physical Education, Recreation & Dance (JOPERD), 2011
Compasses are useful tools for teaching the basics of navigation. Knowing where you are, where you are going, and how to get there are important facets of outdoor recreation. Compass games are a fun way to teach introductory navigation skills, and this article describes how they can be used as innovative, nontraditional activities in physical…
Descriptors: Athletics, Navigation, Educational Games, Physical Education
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Cramer, Stanley J. – Strategies: A Journal for Physical and Sport Educators, 2011
To be successful in game play requires students to do more than merely execute sport-specific movement skills well. Students should be learning how to read specific game situations while not in possession of the ball, respond appropriately with movements to reposition themselves to gain an advantage for their team or self, react to produce…
Descriptors: Physical Education, Play, Teaching Methods, Educational Strategies
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Shead, N. Will; Walsh, Kelly; Taylor, Amy; Derevensky, Jeffrey L.; Gupta, Rina – International Journal of Mental Health and Addiction, 2011
Children and adolescents are at increased risk of developing gambling problems compared to adults. A review of successful prevention campaigns targeting drinking and driving, smoking, unprotected sex, and drug use suggests that public service announcements (PSAs) featuring celebrity spokespersons have strong potential for raising awareness of the…
Descriptors: Prevention, Public Service, Addictive Behavior, Games
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