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Kurki, Anja; Wang, Wei; Li, Yibing; Poduska, Jeanne – Society for Research on Educational Effectiveness, 2013
The Good Behavior Game (GBG) is a classroom-based behavior management strategy aimed at reducing aggressive/disruptive behavior and socializing children into the role of student. GBG, delivered in first and second grades, has been shown to reduce rates of substance abuse and other deleterious outcomes into young adulthood (Brown, C.H. et al 2007,…
Descriptors: Child Behavior, Student Behavior, Behavior Modification, Educational Games
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Crossley, Scott A.; Varner, Laura K.; Roscoe, Rod D.; McNamara, Danielle S. – Grantee Submission, 2013
We present an evaluation of the Writing Pal (W-Pal) intelligent tutoring system (ITS) and the W-Pal automated writing evaluation (AWE) system through the use of computational indices related to text cohesion. Sixty-four students participated in this study. Each student was assigned to either the W-Pal ITS condition or the W-Pal AWE condition. The…
Descriptors: Intelligent Tutoring Systems, Automation, Writing Evaluation, Writing Assignments
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Burtraw, Dallas; Goeree, Jacob; Holt, Charles A.; Myers, Erica; Palmer, Karen; Shobe, William – Journal of Policy Analysis and Management, 2009
Environmental markets have several institutional features that provide a new context for the use of auctions and that have not been studied previously. This paper reports on laboratory experiments testing three auction forms--uniform and discriminatory price sealed-bid auctions and an ascending clock auction. We test the ability of subjects to…
Descriptors: Microeconomics, Governance, Pollution, Game Theory
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Weisberg, Deena Skolnick; Bloom, Paul – Developmental Science, 2009
Each fictional world that adults create has its own distinct properties, separating it from other fictional worlds. Here we explore whether this separation also exists for young children's pretend game worlds. Studies 1 and 1A set up two simultaneous games and encouraged children to create appropriate pretend identities for coloured blocks. When…
Descriptors: Imagination, Games, Play, Cognitive Processes
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Newman-Norlund, Sarah E.; Noordzij, Matthijs L.; Newman-Norlund, Roger D.; Volman, Inge A. C.; de Ruiter, Jan Peter; Hagoort, Peter; Toni, Ivan – Cognition, 2009
The ability to design tailored messages for specific listeners is an important aspect of human communication. The present study investigates whether a mere belief about an addressee's identity influences the generation and production of a communicative message in a novel, non-verbal communication task. Participants were made to believe they were…
Descriptors: Personality Traits, Nonverbal Communication, Empathy, Educational Games
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Beck, Bernard – Multicultural Perspectives, 2009
Three recent examples are discussed of popular culture products that cater specifically to the cultural world of boys, social types that are the created identities of young males in our society. The self-ascribed qualities of participants in the world of boys, rather than the inherent characteristics of young males, provide the content of the…
Descriptors: Popular Culture, Males, Identification, Films
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Bunch, J. C.; Robinson, J. Shane; Edwards, M. Craig; Antonenko, Pavlo D. – Journal of Agricultural Education, 2014
The purpose of this study was to compare the effectiveness of the lecture and discussion teaching methods 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. Three research questions…
Descriptors: Computer Games, Animal Husbandry, Mathematics Achievement, Agricultural Education
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Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar – IEEE Transactions on Learning Technologies, 2014
We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…
Descriptors: Computer Simulation, Video Games, Teaching Methods, Health Services
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Beckman, Karley; Bennett, Sue; Lockyer, Lori – Learning, Media and Technology, 2014
Despite significant research in the field of educational technology, there is still much we do not fully understand about students' experiences with technology. This article proposes that research in the field of educational technology would benefit from a sociological framing that pays attention to the understandings and lives of learners. Within…
Descriptors: Foreign Countries, Technology Uses in Education, Educational Technology, Secondary School Students
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Mathur, Charu; Stigler, Melissa; Lust, Katherine; Laska, Melissa – Health Education & Behavior, 2014
Little is known about the complex patterning of weight-related health behaviors in 2-and 4-year college students. The objective of this study was to identify and describe unique classes of weight-related health behaviors among college students. Latent class analysis was used to identify homogenous, mutually exclusive classes of nine health…
Descriptors: Body Weight, Health Behavior, College Students, Two Year College Students
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Denner, Jill; Werner, Linda; O'Connor, Lisa; Glassman, Jill – Community College Review, 2014
Efforts to increase the number of women who pursue and complete advanced degrees in computer and information sciences (CIS) have been limited, in part, by a lack of research on pathways into and out of community college CIS classes. This longitudinal study tests three widely held beliefs about how to increase the number of CIS majors at 4-year…
Descriptors: Two Year College Students, Longitudinal Studies, Majors (Students), Career Choice
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Vallett, David; Annetta, Leonard; Lamb, Richard; Bowling, Brandy – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2014
Innovation is a term that has become widely used in education; especially as it pertains to technology infusion. Applying the corporate theory of diffusing innovation to educational practice is an innovation in itself. This mixed-methods study examined 38 teachers in a science educational gaming professional development program that provided…
Descriptors: Educational Games, Elementary School Teachers, Secondary School Teachers, Innovation
Edwards, Virginia B., Ed. – Education Week, 2014
Figuring out how to use digital tools to transform testing requires a willingness to invest in new technologies and the patience to experiment with novel approaches, a commitment to ongoing professional development and reliable technical support, and an openness to learn from mistakes. Whatever bumpy ride this technological journey takes, experts…
Descriptors: Elementary Secondary Education, Technological Advancement, Testing, Computer Assisted Testing
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Chen, Julian ChengChiang – Research-publishing.net, 2014
English as a foreign language (EFL) learners' language use in 3-D virtual environments is a vibrant avenue that still deserves more research attention in the field of CALL. To contribute research and pedagogical implications to the current Second Life (SL) literature, this study aims to examine EFL adult learners' use of communication strategies…
Descriptors: Case Studies, Second Language Learning, Second Language Instruction, Learning Strategies
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Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the 14th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2017), 18-20 October 2017, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Student Journals, Diaries, Self Management
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