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Mohanty, Soumya D.; Cantu, Sergio – Physics Education, 2011
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate…
Descriptors: Video Games, Physics, College Science, Undergraduate Study
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Ang, Chee S.; Zaphiris, Panayiotis; Wilson, Stephanie – Behaviour & Information Technology, 2011
This article investigates how activity theory can help research a constructionist community. We present a constructionist activity model called CONstructionism Through ACtivity Theory (CONTACT) model and explain how it can be used to analyse the constructionist activity in knowledge building communities. We then illustrate the model through its…
Descriptors: Computers, Investigations, Grounded Theory, Constructivism (Learning)
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King, Daniel Luke; Delfabbro, Paul H.; Zajac, Ian T. – International Journal of Mental Health and Addiction, 2011
Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify "problem" video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game…
Descriptors: Video Games, Test Validity, Addictive Behavior, Diagnostic Tests
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Clarke, Doug M.; Downton, Ann; Roche, Anne – Teaching Children Mathematics, 2011
Considerable evidence shows that the number line is a powerful learning tool for children in elementary school. Diezmann and Lowrie (2006) noted several cognitive advantages for users, including opportunities to demonstrate the continuity aspect of numbers as well as the provision of a useful tool for representing and solving problems. However,…
Descriptors: Elementary School Students, Developmentally Appropriate Practices, Mathematics Instruction, Elementary School Mathematics
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Antequera, A. T.; Espinel, M. C. – International Journal of Mathematical Education in Science and Technology, 2011
The aim of this study is twofold. The first is to investigate the ability of secondary school students to understand the different distribution schemes and thus, indirectly, to contribute to the educational discussion and approach to be used for distribution problems so as to lessen reliance on the ubiquitous cross-multiplication rule in…
Descriptors: Game Theory, Academically Gifted, Teaching Methods, Secondary School Students
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DiBattista, David – Teaching of Psychology, 2011
The Monty Hall dilemma (MHD) is a remarkably difficult probability problem with a counterintuitive solution. Undergraduate students used an interactive digital learning object that provided a set-based, animated explanation of the solution to the MHD and let them play games designed to increase understanding of the solution. More than 60% of users…
Descriptors: Undergraduate Students, Psychology, Probability, Educational Games
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Canu, Will H.; Schatz, Nicole K. – Journal of College Student Psychotherapy, 2011
Attention-Deficit/Hyperactivity Disorder (ADHD) has been characterized as a comorbidity to pathological gambling (PG). However, contradictory evidence has emerged, and it has not been established whether nonimpulsive features of ADHD (e.g., inattention, hyperactivity) contribute to PG risk, or how robust this relationship is in college samples.…
Descriptors: Evidence, Attention Deficit Hyperactivity Disorder, College Students, Addictive Behavior
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Gresalfi, Melissa; Barab, Sasha – Theory Into Practice, 2011
This article discusses the ways that tasks and classroom cultures can be supported through the design of online immersive games. The authors focus on a mathematics unit in which students become statisticians who must understand the contextual implications of using particular mathematical tools in analyzing different data sets and reflect on what…
Descriptors: Educational Opportunities, Mathematics Instruction, Learner Engagement, Video Games
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Kawam, Alae; Kouh, Minjoon – Physics Teacher, 2011
In an introductory physics course where students first learn about vectors, they oftentimes struggle with the concept of vector addition and decomposition. For example, the classic physics problem involving a mass on an inclined plane requires the decomposition of the force of gravity into two directions that are parallel and perpendicular to the…
Descriptors: Physics, Introductory Courses, Scientific Concepts, Algebra
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Ramentol, Salvador Vidal – Australian Primary Mathematics Classroom, 2011
The aversion that many girls and boys experience towards mathematics has been one of the author's major concerns since he started teaching. In this article, he describes a project called "Numbers Day" that was designed to improve students' attitudes toward mathematics. There are many features of Numbers Day that teachers might…
Descriptors: Student Attitudes, Numbers, Student Motivation, Mathematics Instruction
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Morris, Todd A. – Journal of Chemical Education, 2011
For beginning chemistry students, the basic tasks of writing chemical formulas and naming covalent and ionic compounds often pose difficulties and are only sufficiently grasped after extensive practice with homework sets. An enjoyable card game that can replace or, at least, complement nomenclature homework sets is described. "Go Chemistry" is…
Descriptors: Knowledge Level, Chemistry, Educational Games, Science Instruction
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Wilson, Jason; Lawman, Joshua; Murphy, Rachael; Nelson, Marissa – Journal of Statistics Education, 2011
This article describes a probability project used in an upper division, one-semester probability course with third-semester calculus and linear algebra prerequisites. The student learning outcome focused on developing the skills necessary for approaching project-sized math/stat application problems. These skills include appropriately defining…
Descriptors: Prerequisites, Probability, Calculus, Algebra
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Bellotti, F.; Berta, R.; De Gloria, A.; Ozolina, A. – Computers & Education, 2011
TV is a medium with high penetration rates and has been suited to deliver informal education in several aspects since years. Thus, interactive TV may play a significant role in the current Life-Long Learning challenges, provided that meaningful applications are implemented. In this research work, we have explored the added value of interactivity…
Descriptors: Test Results, Informal Education, Earth Science, Television
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Bourgonjon, Jeroen; Valcke, Martin; Soetaert, Ronald; de Wever, Bram; Schellens, Tammy – Computers & Education, 2011
In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom. Therefore, it is important to study these parental beliefs…
Descriptors: Video Games, Parent Attitudes, Models, Classroom Environment
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Aljadeff-Abergel, Elian – Journal of Physical Education, Recreation & Dance (JOPERD), 2011
Karate can contribute to learning in all three domains (psychomotor, cognitive, and affective), even in elementary-age children. Nevertheless, physical education teachers receive minimal or no training in teaching karate in school settings and are skeptical about doing so. The purpose of this article is to enable physical educators to teach…
Descriptors: Physical Education, Physical Education Teachers, Elementary School Students, Psychomotor Skills
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