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Schrier, Karen – Bulletin of Science, Technology & Society, 2012
This study investigates how players make ethical decisions in "Fable III," a video game, with consideration to avatar gender. Thirty males, 18 to 34 years old, were recruited; 20 were assigned to play "Fable III," with half assigned to play as a male avatar (Condition 1), and half assigned as a female avatar (Condition 2). Any ethical thinking…
Descriptors: Cognitive Processes, Thinking Skills, Ethics, Play
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Deaton, Cynthia C. M.; Dodd, Kristen; Drennon, Katherine; Nagle, Jack – Science Activities: Classroom Projects and Curriculum Ideas, 2012
"Prey Play" is an interactive role-play activity that provides fifth-grade students with opportunities to examine predator-prey interactions. This four-part, role-play activity allows students to take on the role of a predator and prey as they reflect on the behaviors animals exhibit as they collect food and interact with one another, as well as…
Descriptors: Observation, Grade 5, Elementary School Science, Science Instruction
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Alvermann, Donna E.; Hutchins, Rhett J.; McDevitt, Rena – Research in the Schools, 2012
Young people's interests in 21st century texts and the literacy practices that play out in Web 2.0 spaces have implications for classroom teachers and teacher educators. In the digitally mediated world in which we live, boundaries between formal and informal learning from an earlier time are breaking down, thus making room for new ways of…
Descriptors: Adolescents, Audiences, Video Games, Web 2.0 Technologies
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Chiong, Raymond; Jovanovic, Jelena – Journal of Information Technology Education: Research, 2012
Educational benefits of online collaborative group work have been confirmed in numerous research studies. Most frequently cited advantages include the development of skills of critical thinking and problem solving as well as skills of self-reflection and co-construction of knowledge and meaning. However, the establishment and maintenance of active…
Descriptors: Electronic Learning, Game Theory, Online Courses, Cooperative Learning
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Dovis, Sebastiaan; van der Oord, Saskia; Wiers, Reinout W.; Prins, Pier J. M. – Journal of Abnormal Child Psychology, 2012
Visual-spatial "Working Memory" (WM) is the most impaired executive function in children with Attention-Deficit/Hyperactivity Disorder (ADHD). Some suggest that deficits in executive functioning are caused by motivational deficits. However, there are no studies that investigate the effects of motivation on the visual-spatial WM of children with-…
Descriptors: Attention Deficit Hyperactivity Disorder, Feedback (Response), Persistence, Motivation
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Tanaka, James W.; Wolf, Julie M.; Klaiman, Cheryl; Koenig, Kathleen; Cockburn, Jeffrey; Herlihy, Lauren; Brown, Carla; Stahl, Sherin S.; South, Mikle; McPartland, James C.; Kaiser, Martha D.; Schultz, Robert T. – Journal of Child Psychology and Psychiatry, 2012
Background: Although impaired social-emotional ability is a hallmark of autism spectrum disorder (ASD), the perceptual skills and mediating strategies contributing to the social deficits of autism are not well understood. A perceptual skill that is fundamental to effective social communication is the ability to accurately perceive and interpret…
Descriptors: Computer Assisted Testing, Autism, Intelligence Quotient, Identification
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Chandler, Paul D. – Australian Journal of Education, 2013
This study draws on a survey of 800 upper primary school students concerning their knowledge of certain 'new media' applications. The findings concur with other studies in suggesting that students' relationship with technology is more complex and nuanced than is conveyed by a simple branding of 'digital native'. Some differential experiences…
Descriptors: Middle School Students, Student Experience, Mass Media Use, Media Literacy
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Carruthers, Sarah; Stege, Ulrike – Journal of Problem Solving, 2013
This article is concerned with how computer science, and more exactly computational complexity theory, can inform cognitive science. In particular, we suggest factors to be taken into account when investigating how people deal with computational hardness. This discussion will address the two upper levels of Marr's Level Theory: the computational…
Descriptors: Problem Solving, Computation, Difficulty Level, Computer Science
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Riches, Nick G. – Child Language Teaching and Therapy, 2013
This study taught the passive to two children with specific language impairment (aged 8;1 and 8;2). It employed usage-based principles including "constructional grounding"; using short structures as the basis for acquiring long structures, and "construction conspiracy"; encouraging analogies between partially overlapping…
Descriptors: Children, Language Impairments, Language Skills, Intervention
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Yang, Shu Ching; Huang, Chiao Ling – Journal of Educational Computing Research, 2013
This study aimed to validate a systematic instrument to measure online players' motivations for playing online games (MPOG) and examine how the interplay of differential motivations impacts young gamers' self-concept and life adaptation. Confirmatory factor analysis determined that a hierarchical model with a two-factor structure of…
Descriptors: Structural Equation Models, Computer Games, Self Concept, Adjustment (to Environment)
Kitching, Lucy; Wheeler, Steve – European Journal of Open, Distance and E-Learning, 2013
Games based learning is currently a hotly debated topic in education and is a fertile field of study (Holmes, 2011; Abrams, 2009). Many schools are exploring ways in which games can be embedded into the curriculum, to enhance learning through deeper engagement and higher levels of motivation (Miller & Robertson, 2010). This paper explores the…
Descriptors: Females, Video Games, Learning Strategies, Questionnaires
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Ferguson, Bill R.; Gillis, Jennifer M.; Sevlever, Melina – Child & Family Behavior Therapy, 2013
Impaired social skills represent a fundamental deficit for children with Autism Spectrum Disorders (ASD). Despite the potential importance of "good sportsmanship," this social skill has received relatively little attention in the literature. The current study utilized a Behavioral Skills Training (BST) approach to teach three…
Descriptors: Sportsmanship, Autism, Pervasive Developmental Disorders, Video Games
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Bender-Szymanski, Dorothea – Intercultural Education, 2013
In this article, we describe the multiple phases of a teaching project that was constructed around an actual request by a Muslim community in the Federal Republic of Germany (FRG) to establish an Islamic cultural centre. The request provoked a sometimes heated discussion among politicians and citizens that was published in daily newspapers. A…
Descriptors: Islam, Foreign Countries, Muslims, Cultural Centers
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Lee, Joey J.; Ceyhan, Pinar; Jordan-Cooley, William; Sung, Woonhee – Simulation & Gaming, 2013
The literature on climate change education recommends social, accessible action-oriented learning that is specifically designed to resonate with a target audience's values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study…
Descriptors: Educational Games, Climate, Environmental Education, Adult Learning
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Curwood, Jen Scott; Magnifico, Alecia Marie; Lammers, Jayne C. – Journal of Adolescent & Adult Literacy, 2013
In order to understand the culture of the physical, virtual, and blended spheres that adolescents inhabit, we build on Gee's concept of affinity spaces. Drawing on our ethnographic research of adolescent literacies related to The Hunger Games novels, the Neopets online game, and The Sims videogames, this article explores the nature of…
Descriptors: Adolescents, Creativity, Writing Instruction, Student Motivation
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