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Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…
Descriptors: Intervention, Computer Simulation, Down Syndrome, Occupational Therapy
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Leibbrandt, Andreas; Lopez-Perez, Raul – Journal of Conflict Resolution, 2011
This article experimentally studies punishment from unaffected third parties in ten different games. The authors show that third-party punishment exhibits several features that are arguably undesirable. First, third parties punish strongly a decider if she chooses a socially efficient or a Pareto efficient allocation and becomes the richest party…
Descriptors: Social Theories, Conflict Resolution, Punishment, Social Behavior
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Dickie, Carolyn – Qualitative Report, 2011
The purpose of this paper is to describe a qualitative approach to developing an understanding of the lived experiences of PhD students. Rather than relying on textbook reports and theories about studying a higher degree by research, by allowing the students' voices to be heard, explicit and conscious research can be used to generate appropriate…
Descriptors: Foreign Countries, Doctoral Programs, Graduate Students, Qualitative Research
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Chan, Chi Chuen; Ohtsuka, Keis – International Journal of Mental Health and Addiction, 2011
This study aims to investigate the characterization of male gamblers in popular Hong Kong movies in the past 50 years. A total of nine Hong Kong films with gambling themes were selected for analysis. The criteria for selection of the films were as follows: the movies in which the protagonists are portrayed by well known Hong Kong actors that…
Descriptors: Integrity, Foreign Countries, Literary Devices, Social Responsibility
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Bianchin, Marta; Angrilli, Alessandro – Brain and Cognition, 2011
The present study aimed to investigate the slow negative potential (termed Decision Preceding Negativity, DPN, from the family of the Readiness Potential) which precedes a willed risky decision. To this end, evoked potentials preceding and following an economic choice were measured in a sample of 16 male students during the Iowa Gambling Task…
Descriptors: Neurological Impairments, Inhibition, Cognitive Processes, Task Analysis
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Reading Teacher, 2011
There are many different kinds of words in the English language. Instruction in grammar and syntax helps young writers sort out when to use a plural or singular noun, or when to use an apostrophe. Silly Stories, a variation of a popular party game, reinforces the importance of word choice and conventions in writing. This article describes a…
Descriptors: Teaching Methods, Grammar, Syntax, Educational Games
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Padak, Nancy; Bromley, Karen; Rasinski, Tim; Newton, Evangeline – Educational Leadership, 2012
When young readers encounter texts that contain too many unfamiliar words, their comprehension suffers. Reading becomes slow, laborious, and frustrating, impeding their learning. That's why vocabulary knowledge is a key element in reading comprehension. To comprehend fully and learn well, all students need regular vocabulary exploration.…
Descriptors: Vocabulary Development, Misconceptions, Latin, Greek
Light, Richard – Routledge, Taylor & Francis Group, 2012
Game Sense is an exciting and innovative approach to coaching and physical education that places the "game" at the heart of the session. It encourages the player to develop skills in a realistic context, to become more tactically aware, to make better decisions and to have more fun. "Game Sense" is a comprehensive,…
Descriptors: Foreign Countries, Physical Education, Games, Athletic Coaches
Zapalska, Alina; Brozik, Dallas; Rudd, Denis – Online Submission, 2012
Educational games and simulations are excellent active learning tools that offer students hands-on experience. Little research is available on developing games and simulations and how teachers can be assisted in making their own games and simulations. In this context, the paper presents a multi-step process of how to develop games and simulations…
Descriptors: Educational Games, Active Learning, Educational Technology, Instructional Design
Fisher, Carla Christine – ProQuest LLC, 2012
The displacement effect (the idea that time spent in one activity displaces time spent in other activities) was examined within the lens of adolescents' video game use and their time spent reading, doing homework, in physically active sports and activities, in creative play, and with parents and friends. Data were drawn from the Panel Study…
Descriptors: Video Games, Adolescents, Time, Reading
Bunch, James Charles – ProQuest LLC, 2012
The purpose of this study was twofold: 1) to compare the effectiveness of two teaching methods (i.e., lecture/discussion and digital game-based learning) on student achievement in agriculture and mathematics regarding a unit on swine diseases in animal science courses offered through secondary agricultural education programs in Oklahoma; 2) to…
Descriptors: Computer Games, Agricultural Education, Secondary School Students, Animal Husbandry
Fadjo, Cameron Lawrence – ProQuest LLC, 2012
Two studies were conducted to examine the use of grounded embodied pedagogy, construction of Imaginary Worlds (Study 1), and context of instructional materials (Study 2) for developing learners' Computational Thinking (CT) Skills and Concept knowledge during the construction of digital artifacts using Scratch, a block-based programming…
Descriptors: Computation, Thinking Skills, Concept Formation, Instruction
Trekles, Anastasia M. – Online Submission, 2012
This paper examines how virtual worlds and other advanced social media can be married with problem-based learning to encourage creativity and critical thinking in the English/Language Arts classroom, particularly for middle school, high school, and undergraduate college education. Virtual world experiences such as "Second Life," Jumpstart.com, and…
Descriptors: Creative Writing, Problem Based Learning, Video Games, Critical Thinking
Parry, Marc – Chronicle of Higher Education, 2012
Since MIT and Harvard started edX, their joint experiment with free online courses, the venture has attracted enormous attention for opening the ivory tower to the world. But in the process, the world will become part of an expensive and ambitious experiment testing some of the most interesting--and difficult--questions in digital education. Can…
Descriptors: Community Colleges, Online Courses, Blended Learning, Video Games
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Liang, Mei-Ya – Computer Assisted Language Learning, 2012
This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in "Second Life," and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was…
Descriptors: Learning Activities, Semantics, Vignettes, Computer Games
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