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Culp, Jennifer; Bell, Robert A.; Cassady, Diana – Journal of Nutrition Education and Behavior, 2010
Objective: To assess the content of food industry Web sites targeting children by describing strategies used to prolong their visits and foster brand loyalty; and to document health-promoting messages on these Web sites. Design: A content analysis was conducted of Web sites advertised on 2 children's networks, Cartoon Network and Nickelodeon. A…
Descriptors: Web Sites, Television Commercials, Industry, Cartoons
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Duncan, Sean C. – E-Learning and Digital Media, 2010
This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive d/Discourse present within online forums around three video game series, video games, or game platforms, and key design practices engaged upon by gamers in these spaces. It is…
Descriptors: Video Games, Discourse Analysis, Computer Assisted Design, Media Research
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Hansen, Marianne; Rossow, Ingeborg – International Journal of Mental Health and Addiction, 2010
This study addresses the impact of prohibition of note acceptors on gambling behaviour and gambling problems among Norwegian adolescents. Data comprised school surveys at three time points; 2004 and 2005 (before intervention) and 2006 (after intervention). Net samples comprised 20.000 students aged 13-19 years at each data collection. Identical…
Descriptors: Substance Abuse, Intervention, School Surveys, Behavior Patterns
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Griffiths, Mark; Parke, Jonathan; Wood, Richard; Rigbye, Jane – International Journal of Mental Health and Addiction, 2010
Online poker is one of the fastest growing forms of online gambling yet there has been relatively little research to date. This study comprised 422 online poker players (362 males and 60 females) and investigated some of the predicting factors of online poker success and problem gambling using an online questionnaire. Results showed that length of…
Descriptors: Substance Abuse, Games, Internet, Prediction
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Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2010
The paper outlines the advantages, disadvantages, and other implications of using the Internet to collect data from gaming addicts. Drawing from experience of numerous addiction studies carried out online by the author, and by reviewing the methodological literature examining online data collection among both gambling addicts and video game…
Descriptors: Video Games, Participant Observation, Research Methodology, Data Collection
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Sawyer, Christian – Geography Teacher, 2010
One of the author's most challenging and rewarding features in teaching AP Human Geography to high school-age thinkers is helping his students forge connections among the terms and concepts covered--"to see the connections among the dots." Too often, he finds his students first approach learning through the "memorize and regurgitate"…
Descriptors: Concept Mapping, Human Geography, Geography Instruction, Teaching Methods
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Harvey, Stephen; van der Mars, Hans – Journal of Physical Education, Recreation & Dance (JOPERD), 2010
Games-based instructional approaches such as teaching games for understanding and the tactical games approach emphasize the practice of the tactical dimensions of game play that are so important for becoming a more effective player. By using game play as the primary form of practice, teachers can help students to develop a better understanding of…
Descriptors: Physical Education, Play, Teacher Role, Physical Education Teachers
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Fishman, Daniel M. – Mathematics Teacher, 2010
Games can be a valuable tool for a mathematics teacher. Students who dislike mathematics and are not engaged in class never get to experience the exhilaration that accompanies hard work and real accomplishment in mathematics; they usually experience only the frustration that accompanies enforced and futile effort. Game playing is a way to engage…
Descriptors: Mathematics Instruction, Teaching Methods, Student Participation, Mathematical Concepts
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Eckhoff, Angela – Young Children, 2010
Art-viewing experiences are an important part of the knowledge-building process and require careful planning and unique teaching strategies. One teaching strategy involves an activity most young children enjoy--playing games. In this article, the author explains ways to use games and conversations to introduce visual artworks to young children.…
Descriptors: Games, Young Children, Teaching Methods, Play
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Curry, Kristal – Social Studies, 2010
Online role-playing games such as World Of Warcraft represent new participatory cultures in which today's students engage every day. They are appealing to players largely because of the social aspects of game play. Some features of massively multiplayer online role-playing games (MMORPGs) can be incorporated into classroom culture to create more…
Descriptors: Citizenship Education, Role Playing, Video Games, Classroom Techniques
Dixon, Mark R.; Nastally, Becky L.; Waterman, Amber – Journal of Applied Behavior Analysis, 2010
The current study evaluated the effect of participating in simulated gambling activities on happiness levels of 3 nursing home residents. A 4-component analysis was used to measure objective responses associated with happiness during baseline, varying durations of engagement in simulated gambling activities, and 2 follow-up periods. Results…
Descriptors: Nursing Homes, Health Facilities, Psychological Patterns, Games
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Carrington, Victoria; Hodgetts, Katherine – British Journal of Sociology of Education, 2010
While the attention of researchers has focused on video games, texting and, more recently, the growth of social networking sites such as "Bebo.com" and "Facebook", virtual worlds have emerged as a site of significant cultural and textual relevance for young people. A total of 6.2 million children aged between six and 12 years of age ventured into…
Descriptors: Age, Video Games, Computer Mediated Communication, Social Networks
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Kenney, Shannon R.; Hummer, Justin F.; LaBrie, Joseph W. – Journal of Youth and Adolescence, 2010
Prepartying and drinking game playing are associated with excessive alcohol consumption and alcohol-related negative consequences in college populations; however, research exploring the prevalence of these high risk drinking contexts among high school students, and how such engagement may impact both high school and subsequent college drinking…
Descriptors: College Students, High School Students, Drinking, Correlation
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Urness, Timothy – PRIMUS, 2010
This article proposes a discrete mathematics course in which games from "The Price Is Right" are used to engage students in a deeper, practical study of discrete mathematics. The games themselves are not the focus of the course; rather, the mathematical principles of the games give motivation for the concepts being taught. The game examples are…
Descriptors: Mathematics Education, Teaching Methods, Educational Games, Mathematical Concepts
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Oldaker, Adam – Voices from the Middle, 2010
This article describes the author's experience co-facilitating a project for which seventh-grade students designed and created original video games based on Madeleine L'Engle's "A Wrinkle in Time". The author provides an overview of recent literature on video game implementation in the classroom and explains how the project was designed and…
Descriptors: Video Games, Middle School Students, Language Arts, Teaching Methods
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