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Swacha, Jakub; Skrzyszewski, Adam; Syslo, Wojciech A. – Informatics in Education, 2010
There are multiple reasons that justify teaching computer game design. Its multi-aspectual nature creates opportunity to develop, at the same time, creativity, technical skills and ability to work in team. Thinking of game design classes, one needs direction on what to focus on so that the students could benefit the most. In this paper, we present…
Descriptors: Computer Games, Design, Surveys, Attitude Measures
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Demirbilek, Muhammet – Journal of Information Technology Education, 2010
The purpose of this research was to investigate adult educators' attitudes and perceptions of the current use of technology, mobile devices, and educational games in adult education, which is defined as any formal or informal education or training aimed at an adult population that is older than traditional university students. Learning styles and…
Descriptors: Educational Games, Technology Uses in Education, Handheld Devices, Educational Trends
Cipani, Ennio – Online Submission, 2010
This paper describes the design and implementation of a class-wide behavior management system that is derived from the Good Behavior Game developed in the 1960s. The Good Behavior Game has several decades of empirical evidence demonstrating its efficacy in ameliorating many classroom problems. This management system can be used across a variety of…
Descriptors: Student Behavior, Behavior Problems, Games, Reinforcement
McCaughey, Kevin – English Teaching Forum, 2010
In this article, the author describes ten of his favorite tools and explains how they can be employed in various ways: (1) to manage the classroom better; (2) to jump into fun activities with little or no preparation; or (3) to promote student-created art and materials. All of these teaching tools are affordable--even cheap. In the event that some…
Descriptors: Teaching Methods, Classroom Techniques, Class Activities, Creativity
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Bayless, Sarah; Schlottmann, Anne – Psicologica: International Journal of Methodology and Experimental Psychology, 2010
Studies using an Information Integration approach have shown that children from four years have a good intuitive understanding of probability and expected value. Experience of skill-related uncertainty may provide one naturalistic opportunity to develop this intuitive understanding. To test the viability of this view, 16 5- and 16 7-year-olds…
Descriptors: Games, Probability, Children, Adolescents
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Moizer, Jonathan; Lean, Jonathan – Simulation & Gaming, 2010
This article presents a conceptual analysis of simulation game adoption and use across university faculty. The metaphor of epidemiology is used to characterize the diffusion of simulation games for teaching and learning. A simple stock-flow diagram is presented to illustrate this dynamic. Future scenarios for simulation game adoption are…
Descriptors: Educational Games, Simulation, Adoption (Ideas), College Faculty
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Hayes, Elisabeth R.; Gee, James Paul – E-Learning and Digital Media, 2010
Drawing on the New Literacy Studies, the authors argue that game literacy takes multiple forms and is embedded in different practices associated with particular games and gaming communities. They examine one specific game literacy practice that involves players of "The Sims" creating challenges for other players, and they identify how playing and…
Descriptors: Games, Literacy, Problem Solving, Reader Text Relationship
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Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2010
Research into online gaming addiction is a relatively new area of psychological study. Furthermore, there are studies that have claimed that online gaming addiction may be addictive because of self-report accounts of very excessive use of up to 80 h a week. This study uses data from two case studies to highlight the role of context in…
Descriptors: Substance Abuse, Context Effect, Psychology, Case Studies
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Clarke, Doug; Roche, Anne – Australian Primary Mathematics Classroom, 2010
As part of the Contemporary Teaching and Learning of Mathematics Project (CTLM), the mathematics education team at Australian Catholic University has the privilege of working with principals, teachers, students, and parents in schools in the Melbourne Archdiocese. A particular highlight is the opportunity to work alongside project teachers and…
Descriptors: Mathematics, Mathematics Instruction, Educational Games, Elementary School Mathematics
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Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
As noted in part I of this article (published in "TechTrends 54"(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and…
Descriptors: Instructional Design, Video Games, College Faculty, Educational Technology
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May, Kim – Teaching Statistics: An International Journal for Teachers, 2010
The sampling (probability) distribution for the sum of dice is presented graphically as a compelling demonstration of the Central Limit Theorem.
Descriptors: Probability, Sampling, Games, Theories
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Rosenthal, Martha S. – American Journal of Sexuality Education, 2010
There are many contraceptive choices available to people today. Learning about them can be dry, but the game "Name that Contraceptive!" can be a fun and interactive way to review, remember, and retain the details about contraceptive options. Name that Contraceptive is a card game in which students "bid" on the number of clues it will take them to…
Descriptors: Contraception, Sexuality, Sex Education, Teaching Methods
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Burguillo, Juan C. – Computers & Education, 2010
This paper introduces a framework for using Game Theory tournaments as a base to implement Competition-based Learning (CnBL), together with other classical learning techniques, to motivate the students and increase their learning performance. The paper also presents a description of the learning activities performed along the past ten years of a…
Descriptors: Feedback (Response), Game Theory, Motivation, Competition
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Khan, Misbah Mahmood; Reed, Jonathan – International Journal of Virtual and Personal Learning Environments, 2011
Games Based Learning needs to be linked to good learning theory to become an important educational intervention. This study examines the effectiveness of a collection of computer games called Neurogames®. Neurogames are a group of computer games aimed at improving reading and basic maths and are designed using neuropsychological theory. The…
Descriptors: Teaching Methods, Educational Games, Computer Games, Numeracy
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Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2020
These proceedings contain the papers of the 14th International Conference on e-Learning (EL 2020), which was organised by the International Association for Development of the Information Society, July 21-23, 2020. This conference is part of the 14th Multi Conference on Computer Science and Information Systems 2020, July 21-25, which had a total of…
Descriptors: Educational Technology, Electronic Learning, Blended Learning, Open Educational Resources
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