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Harteveld, Casper; Guimaraes, Rui; Mayer, Igor S.; Bidarra, Rafael – Simulation & Gaming, 2010
Most serious games have been developed without a proper and comprehensive design theory. To contribute to the development of such a theory, this article presents the underlying design philosophy of LEVEE PATROLLER, a game to train levee patrollers in the Netherlands. This philosophy stipulates that the design of a digital serious game is a…
Descriptors: Design, Philosophy, Educational Games, Play
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Carrion, Ricardo E.; Keenan, Julian P.; Sebanz, Natalie – Cognition, 2010
Human social cognition critically relies on the ability to deceive others. However, the cognitive and neural underpinnings of deception are still poorly understood. Why does lying place increased demands on cognitive control? The present study investigated whether cognitive control processes during deception are recruited due to the need to…
Descriptors: Social Cognition, Deception, Diagnostic Tests, Cognitive Ability
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McLeod, Julie; Lin, Lin – Computers & Education, 2010
This paper is the first of its series that studies the power children have in game-play and examines its implications for teaching and learning. As a start, the paper describes a framework of power based on a synthesis of various types of power underlined in literature. The paper then looks into the power issue through observation and interviews…
Descriptors: Play, Games, Classification, Children
Seacrest, Deborah E. – ProQuest LLC, 2011
This dissertation is a case study focused on the question, "What are students' attitudes toward school mathematics and toward nonroutine math problems and mathematical games?" It addresses the definitions of some of those terms and then moves on to a literature review that suggests that some change in the curriculum may be needed. In an attempt to…
Descriptors: Student Attitudes, State Standards, Mathematics Instruction, Case Studies
Dalitz, Robert; Toner, Phillip; Turpin, Tim – National Centre for Vocational Education Research (NCVER), 2011
Innovation is thought to improve productivity at the firm level and economic prosperity at the national level. This would seem to have implications for the skills and skills development of employees. However, little is known about the relationship between skills development and innovation. This report is the culmination of case studies exploring…
Descriptors: Industry, Educational Innovation, Vocational Education, Mining
Caine, Renate N.; Caine, Geoffrey – Teachers College Press, 2011
Why do video games fascinate kids so much that they will spend hours pursuing a difficult skill? Why don't they apply this kind of intensity to their schoolwork? These questions are answered by the authors who pioneered brain/mind learning with the publication of "Making Connections: Teaching and the Human Brain". In their new book, "Natural…
Descriptors: Video Games, Technology Integration, Brain, Cognitive Psychology
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Kleinman, Kimberly E.; Saigh, Philip A. – Behavior Modification, 2011
The efficacy of the Good Behavior Game was examined in a multiethnic New York City public high school. Classroom rules were posted and students were divided into two teams. A reinforcement preference questionnaire was used to select daily and weekly prizes. The classroom teacher indicated that he was going to place a check on the board after every…
Descriptors: Feedback (Response), Behavior Problems, High School Students, Questionnaires
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Samur, Yavuz – Turkish Online Journal of Distance Education, 2011
In computer-supported collaborative learning (CSCL) environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances…
Descriptors: Instructional Design, Learning Activities, Evaluation Methods, Cooperative Learning
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Brown, Stephen L.; Nobiling, Brandye D.; Teufel, James; Birch, David A. – Journal of School Health, 2011
Background: The activity patterns of children, especially after-school patterns, are receiving more professional attention. However, evidence regarding the value of various activities in children's lives is contradictory. The purpose of this study was to assess perceptions of discretionary activities, overscheduling, and levels of stress from…
Descriptors: Scheduling, Predictor Variables, Video Games, Time Management
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Mashriqi, Khalida – Knowledge Quest, 2011
School librarians play numerous roles throughout a day. They are information specialists who keep up with the constant changes in information and technology. It is important for them to keep students up-to-date and teach them to use technology properly. Gaming and technology are both important concepts for 21st-century school librarians to…
Descriptors: School Libraries, Librarians, Program Implementation, Educational Games
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Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
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Tominey, Shauna L.; McClelland, Megan M. – Early Education and Development, 2011
Research Findings: The present study examined the efficacy of a self-regulation intervention with 65 preschool children. Using circle time games, the study examined whether participating in a treatment group significantly improved behavioral self-regulation and early academic outcomes. Half of the children were randomly assigned to participate in…
Descriptors: Classroom Techniques, Control Groups, School Readiness, Intervention
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Aronin, Sara; O'Neal, Michael – Science Scope, 2011
To ensure students are fully engaged in the learning process, educators must explore every available path for assessment. This article provides a list of ideas and programs/websites that can be used in any combination for formative and summative assessments. (Contains 5 figures.)
Descriptors: Evaluation Methods, Student Evaluation, Computer Assisted Testing, Summative Evaluation
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Wheeler, Martyn D. – Physics Education, 2011
This article provides a detailed description of the use of Nintendo Wii game controllers in physics demonstrations. The main features of the controller relevant to physics are outlined and the procedure for communicating with a PC is described. A piece of software written by the author is applied to gathering data from a controller suspended from…
Descriptors: Physics, Science Experiments, Science Instruction, Video Games
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Oh, Hyun-Ju; Bullard, Susan; Hovatter, Rhonda – Strategies: A Journal for Physical and Sport Educators, 2011
Teaching and learning of sport and sports-related games dominates the curriculum in most secondary physical education programs in America. For many secondary school students, playing games can be exciting and lead to a lifetime of participation in sport-related activities. Using the Tactical Games Model (TGM) (Mitchell et al., 2006) to teach the…
Descriptors: Physical Education, Physical Activities, Educational Games, Physical Activity Level
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