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Carson, Nancy; Tsigaris, Panagiotis – Journal of Economic Education, 2011
The authors develop a new classroom experimental game to illustrate environmental issues by using the production-possibility frontier in an introductory economics course. Waste evolves as a byproduct of the production of widgets. Environmental cleanup is produced by reallocating scarce resources away from the production of the dirty good. In…
Descriptors: Economics Education, Experiments, Class Activities, Educational Games
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Ito, Masato; Saeki, Daisuke; Green, Leonard – Psychological Record, 2011
Social discounting rates were compared between Japanese and American college students. In a series of psychophysical questionnaire tasks, participants chose between a hypothetical unshared monetary reward and a hypothetical monetary reward to be shared with other people (relatives or strangers), to determine amounts of the unshared reward…
Descriptors: Cultural Differences, Comparative Analysis, College Students, Questionnaires
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Hopper, Tim – Asia-Pacific Journal of Health, Sport and Physical Education, 2011
This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…
Descriptors: Physical Education, Play, Racquet Sports, Video Games
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Lowrie, Tom; Jorgensen, Robyn – Computers & Education, 2011
The investigation monitored the digital game-playing behaviours of 428 primary-aged students (aged 10-12 years). Chi-square analysis revealed that boys tend to spend more time playing digital games than girls while boys and girls play quite different game genres. Subsequent analysis revealed statistically significant gender differences in terms of…
Descriptors: Play, Spatial Ability, Gender Differences, Preadolescents
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Meulders, Ann; Vervliet, Bram; Vansteenwegen, Debora; Hermans, Dirk; Baeyens, Frank – Learning and Motivation, 2011
Unpredictability of an unconditioned stimulus (US) typically produces context conditioning in animals and humans. We modified the Martians task--a computer game measuring learning of Pavlovian associations through conditioned suppression--for assessing context conditioning in humans. One between-subjects and one within-subjects study are reported.…
Descriptors: Animals, Stimuli, Classical Conditioning, Games
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Greco, Marco; Branca, Antonio Maurizio; Morena, Gianfranco – Simulation & Gaming, 2011
Reputation enables different parties to establish a trusting and cooperative relationship, a key factor in integrative negotiations referred to as "win-win" negotiations. Thus, a good reputation mechanism can bring simulations closer to reality. In this study, the authors review the reputation mechanisms applied to the online business game WIN WIN…
Descriptors: Reputation, Nonparametric Statistics, Business Education, Video Games
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Blackwood, Christine Horvatis – SchoolArts: The Art Education Magazine for Teachers, 2011
Chess is one of the world's oldest games, invented in India before 600 AD. The original pieces were inspired by the infantry, cavalry, elephants, and chariots of the ancient Indian army. The design of chess pieces changed when the game spread to the West, reflecting the society of medieval Europe. The king remained, pawns were the foot soldiers,…
Descriptors: Games, Grade 8, Middle School Students, Studio Art
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El Sayed, Neven A. M.; Zayed, Hala H.; Sharawy, Mohamed I. – Computers & Education, 2011
Augmented Reality (AR) is the technology of adding virtual objects to real scenes through enabling the addition of missing information in real life. As the lack of resources is a problem that can be solved through AR, this paper presents and explains the usage of AR technology we introduce Augmented Reality Student Card (ARSC) as an application of…
Descriptors: Computer Oriented Programs, Educational Technology, Computer Simulation, Video Games
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Abrams, Sandra Schamroth – Yearbook of the National Society for the Study of Education, 2011
As an observer of the gaming situation, the author watched intently to understand how two boys' actions helped them succeed at "Band Hero," and she realized that their movements were both ways of being and ways of learning. These eighth-grade boys went beyond the scope and requirements of standard game play and appeared to employ specific…
Descriptors: Video Games, Social Environment, Males, Observation
Rothman, Robert – Education Digest: Essential Readings Condensed for Quick Review, 2011
Young people playing "Halo" or "World of Warcraft" might not realize it, but they are working on the prototypes for a future generation of student tests. The increasing popularity of video and computer games may cause concern among parents, who fear their children are spending too much time on them. However, educators and researchers increasingly…
Descriptors: Video Games, Educational Resources, Learner Engagement, Researchers
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Atanasijevic-Kunc, M.; Logar, V.; Karba, R.; Papic, M.; Kos, A. – IEEE Transactions on Education, 2011
In this paper, some approaches to teaching multivariable control design are discussed, with special attention being devoted to a step-by-step transition to e-learning. The approach put into practice and presented here is developed through design projects, from which one is chosen as a competition game and is realized using the E-CHO system,…
Descriptors: Competition, Educational Games, Laboratories, Teaching Methods
Brad Rhen – Education Week, 2011
A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…
Descriptors: Violence, Video Games, Popular Culture, Mass Media Effects
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IGI Global, 2018
The rapid growth in online and virtual learning opportunities has created culturally diverse classes and corporate training sessions. Instruction for these learning opportunities must adjust to meet participant needs. "Online Course Management: Concepts, Methodologies, Tools, and Applications" is a comprehensive reference source for the…
Descriptors: Online Courses, Electronic Learning, Distance Education, Educational Trends
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Talamo, Alessandra; Pozzi, Simone; Mellini, Barbara – Mind, Culture, and Activity, 2010
Social interactions within virtual communities are often described solely as being online experiences. Such descriptions are limited, for they fail to reference life external to the screen. The terms "virtual" and "real" have a negative connotation for many people and can even be interpreted to mean that something is "false" or "inauthentic."…
Descriptors: Phenomenology, Olfactory Perception, Tactual Perception, Biochemistry
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A'lipour, Javad; Ketabi, Saeed – English Language Teaching, 2010
One of the complaints made by EFL learners is that when it comes to the instruction of the linguistic sub-skills, i.e., grammar and vocabulary, the class tends to become boring. In many classes, there is as of yet no collaborative activities to facilitate the learning of these two important sub-skills. Most of EFL classes are reminiscent of the…
Descriptors: Teaching Methods, Vocabulary Skills, English (Second Language), English Instruction
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