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Ernst, Jeremy V.; Clark, Aaron C. – Journal of STEM Education: Innovations and Research, 2012
In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in…
Descriptors: Computers, Educational Technology, Vocational Education, Student Attitudes
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Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers and posters of the 13th International Conference on Mobile Learning 2017, which was organised by the International Association for Development of the Information Society (IADIS), in Budapest, Hungary, April 10-12, 2017. The Mobile Learning 2017 Conference seeks to provide a forum for the presentation and…
Descriptors: Conference Papers, Telecommunications, Handheld Devices, Educational Technology
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Lieberman, Debra A.; Fisk, Maria Chesley; Biely, Erica – Computers in the Schools, 2009
Young children ages 3 to 6 play a wide range of digital games, which are now available on large screens, handheld screens, electronic learning systems, and electronic toys, and their time spent with games is growing. This article examines effects of digital games and how they could be designed to best serve children's needs. A small body of…
Descriptors: Play, Young Children, Educational Games, Video Games
Avery, Christopher; Levin, Jonathan D. – National Bureau of Economic Research, 2009
Early admissions is widely used by selective colleges and universities. We identify some basic facts about early admissions policies, including the admissions advantage enjoyed by early applicants and patterns in application behavior, and propose a game-theoretic model that matches these facts. The key feature of the model is that colleges want to…
Descriptors: Early Admission, Colleges, School Policy, Game Theory
Ham, MyungJoo – ProQuest LLC, 2009
We propose market-based coordinated task allocation mechanisms, which allocate complex tasks that require synchronized and collaborated services of multiple robot agents to robot agents, and an auditing mechanism, which ensures proper behaviors of robot agents by verifying inter-agent activities, for self-interested, fully-distributed, and…
Descriptors: Robotics, Coordination, Audits (Verification), Game Theory
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King, Daniel; Delfabbro, Paul; Griffiths, Mark – International Journal of Mental Health and Addiction, 2009
Video game playing has received increased academic interest over the last few decades, particularly with regard to the psychological understanding of addiction. Based on the many studies carried out by the authors, this paper summarises some of the methodological challenges which may arise when studying video game players, including obstacles…
Descriptors: Video Games, Addictive Behavior, Psychological Studies, Research Problems
de Freitas, Sara – Adults Learning, 2009
For many people, the story about a couple who divorced after "virtual affairs" in Second Life may have been their first introduction to virtual worlds. And that's unfortunate, because Serious Virtual Worlds--interactive environments, usually made up of 3D graphics, which can be explored by many users at the same time--have the potential to help…
Descriptors: Interpersonal Relationship, Interaction, Adult Educators, Teaching Methods
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Young, Michael E.; Nguyen, Nam – Learning and Motivation, 2009
A first-person shooter video game was adapted for the study of causal decision making within dynamic environments. The video game included groups of three potential targets. Participants chose which of the three targets in each group was producing distal explosions. The actual source of the explosion effect varied in the delay between the firing…
Descriptors: Video Games, Influences, Decision Making, Experiments
Johnson, Taylor E.; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2009
Two pathological gamblers could choose between emitting or having the dealer emit the response options when playing each of three casino games. A response-cost procedure was introduced in a multiple baseline design across games in which the participant had to pay to perform the responses himself, which was somewhat effective at reducing many of…
Descriptors: Games, Probability, Debt (Financial), Addictive Behavior
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Laskowski, Mary; Ward, David – Journal of Academic Librarianship, 2009
Most academic libraries do not yet have gaming collections, let alone gaming services and facilities that support the unique and growing teaching and research needs of campus environments. Academic libraries in particular need to start thinking about developing the next generation of gaming collections and services. This article examines the…
Descriptors: Video Games, Academic Libraries, Research Universities, Library Materials
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Bonomo, John P. – College Mathematics Journal, 2008
Mathematics forms the basis for many types of card tricks. One of the best-known works as follows: Take any 15 cards out of a deck and ask a volunteer to select one of the cards and place it back in the deck. After shuffling the cards, you deal out three piles of cards and ask the volunteer which pile his or her card is in. You collect up the…
Descriptors: Mathematics Activities, Mathematics, Games
Allen, Laura K.; Crossley, Scott A.; Snow, Erica L.; McNamara, Danielle S. – Language Learning & Technology, 2014
The Writing Pal (W-Pal) is an intelligent tutoring system (ITS) designed to provide students with explicit writing strategy instruction and practice. W-Pal includes a suite of educational games developed to increase writing engagement and provide opportunities to practice writing strategies. In this study, first (L1) (n = 26) and second (L2)…
Descriptors: Second Language Learning, Second Language Instruction, Writing Instruction, Educational Games
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Yuzer, T. Volkan, Ed.; Eby, Gulsun, Ed. – IGI Global, 2014
With the rise of distance education in the post-modern world, progressive research on the best methods, tools, and technologies in the field is necessary to continue to take advantage of the pedagogical opportunities and improvements offered through remote learning platforms. The "Handbook of Research on Emerging Priorities and Trends in…
Descriptors: Distance Education, Educational Trends, Educational Innovation, Instructional Design
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Revithiadou, Anthi; Kourtis-Kazoullis, Vasilia; Soukalopoulou, Maria; Konstantoudakis, Konstantinos; Zarras, Christos; Pelesoglou, Nestoras – Research-publishing.net, 2014
In this article we report on the development of an interactive open source extensible software, dubbed "The 7 Keys of the Dragon," for the teaching/learning of Albanian and Russian to students (9-12 years old) with the respective languages as their heritage languages. Based on the assumption that games in language learning are associated…
Descriptors: Russian, Indo European Languages, Heritage Education, Second Language Learning
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Waren, Warren – Journal of Effective Teaching, 2011
In this paper I suggest a technique which uses the familiar Parker Brother's game "Monopoly" to introduce core concepts of race and ethnic relations. I offer anecdotes from my classes where an abbreviated version of the game is used as an analog to highlight the sociological concepts of direct institutional discrimination, the legacy of…
Descriptors: Games, Teaching Methods, Racial Relations, Simulation
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