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Squire, Kurt; Patterson, Nathan – Wisconsin Center for Education Research (NJ1), 2010
This paper explores the possibilities and challenges games and simulations pose for informal science education. The authors begin with a brief overview of the recent history of games and games research. They then attempt to clarify the distinctions between games and simulations. Next, they examine types of informal learning…
Descriptors: Informal Education, After School Programs, Science Education, Educational Games
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DeVane, Ben; Durga, Shree; Squire, Kurt – E-Learning and Digital Media, 2010
Over the past several years, educators have been exploring the potential of immersive interactive simulations, or video games for education, finding that games can support the development of disciplinary knowledge, systemic thinking, the production of complex multimodal digital artifacts, and participation in affinity spaces or sites of collective…
Descriptors: Demand Occupations, Labor Needs, Leadership, Thinking Skills
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Lopez, Jose M. Cuenca; Caceres, Myriam J. Martin – Computers & Education, 2010
The new technologies make the appearance of highly motivating and dynamic games with different levels of interaction possible, in which large amounts of data, information, procedures and values are included which are intimately bound with the social sciences. We set out from the hypothesis that videogames may become interesting resources for their…
Descriptors: Video Games, Social Sciences, Educational Games, Instructional Material Evaluation
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Hsu, Hui-Yin; Wang, Shiang-Kwei – Simulation & Gaming, 2010
The use of games in educational contexts has recently received growing attention; however, many teachers struggle with finding a right context to adopt games in the classroom. To strengthen teachers' beliefs about the educational value of games, this article explains the similarities and differences between new literacies and gaming literacy and…
Descriptors: Educational Games, Video Games, Computer Uses in Education, Technological Literacy
Tran, Dung Trung – ProQuest LLC, 2010
The recent evolution of wireless technology makes wireless devices ever more powerful and intelligent. One trend is that wireless devices are becoming more inexpensive and more diverse. As a result, new technologies make it possible to equip wireless nodes with several radio transmitters/receivers. Each radio may support multiple channels which…
Descriptors: Game Theory, Energy Conservation, Interests, Topology
Goff, Lynn – Arts & Activities, 2010
When the author visits art museums, she always winds up in the children's section of the museum shop looking for appropriate books and games for her students. The games always intrigue her; however, they are rarely designed for more than two to four players, and the cost is often prohibitive. In light of this frustrating situation, she has spent a…
Descriptors: Educational Games, Class Activities, Artists, Art Education
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King, Daniel; Delfabbro, Paul; Griffiths, Mark – International Journal of Mental Health and Addiction, 2010
Excessive video game playing behaviour may be influenced by a variety of factors including the structural characteristics of video games. Structural characteristics refer to those features inherent within the video game itself that may facilitate initiation, development and maintenance of video game playing over time. Numerous structural…
Descriptors: Video Games, Classification, Addictive Behavior, Psychology
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Bell, Raoul; Buchner, Axel; Musch, Jochen – Cognition, 2010
A popular assumption in evolutionary psychology is that the human mind comprises specialized cognitive modules for social exchange, including a module that serves to enhance memory for faces of cheaters. In the present study, participants played a trust game with computerized opponents, who either defected or cooperated. In a control condition, no…
Descriptors: Cheating, Computers, Games, Trust (Psychology)
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Dymond, Simon; Bateman, Helena; Dixon, Mark R. – Journal of the Experimental Analysis of Behavior, 2010
Contemporary behavior-analytic perspectives on gambling emphasize the impact of verbal relations, or derived relational responding and the transformation of stimulus functions, on the initiation and maintenance of gambling. Approached in this way, it is possible to undertake experimental analysis of the role of verbal/mediational variables in…
Descriptors: Children, Games, Child Behavior, Addictive Behavior
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Latzko-Toth, Guillaume – Bulletin of Science, Technology & Society, 2010
Through a detailed account of the history of online chat devices, this article shows the emergence, over time, of two distinct interactional formats underlying these social media. They may be captured by two generic metaphors of synchrony: "conference" (a gathering in a virtual place where unfocused interactions and group sociability occur) and…
Descriptors: Computer Mediated Communication, Synchronous Communication, Internet, Teleconferencing
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Quinn, Robert J.; Ball, Tom S.; You, Zhixia – Teaching Statistics: An International Journal for Teachers, 2010
We present a simple card game whose payout depends on a player's strategy, as well as on chance. Solutions require the use of conditional analysis and the computation of expected values.
Descriptors: Teaching Methods, Mathematics Instruction, Probability, Games
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Chang, Maiga, Ed.; Popescu, Elvira, Ed.; Kinshuk, Ed.; Chen, Nian-Shing, Ed.; Jemni, Mohamed, Ed.; Huang, Ronghuai, Ed.; Spector, J. Michael, Ed.; Sampson, Demetrios G., Ed. – Lecture Notes in Educational Technology, 2019
This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Second Language Learning
Grossklags, Jens – ProQuest LLC, 2009
Computer users express a strong desire to prevent attacks, and to reduce the losses from computer and information security breaches. However, despite the widespread availability of various technologies, actual investments in security remain highly variable across the Internet population. As a result, attacks such as distributed denial-of-service…
Descriptors: Economic Research, Probability, Internet, Computer Security
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Freeman, Matthew K. – Tech Directions, 2009
This article presents a design brief for a pinball game. The design brief helps students get a better grasp on the operation and uses of simple machines. It also gives them an opportunity to develop their problem-solving skills and use design skills to complete an interesting, fun product. (Contains 2 tables and 3 photos.)
Descriptors: Educational Games, Design Preferences, Design Requirements, Games
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Hung, Cheng-Yu; Kuo, Fang-O.; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – IEEE Transactions on Learning Technologies, 2014
This study, based on Taiwanese geographical concepts, develops a multi-touch interactive jigsaw puzzle (MIJP) to assist primary school students in solving geographical puzzles. The MIJP, which has multi-touch operating characteristics and provides two kinds of scaffolding tools, each with a different level of difficulty, can assist students in…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Educational Technology
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