NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 10,156 to 10,170 of 20,283 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Feinberg, Lauren – Technology and Engineering Teacher, 2010
This article describes "Build a Band" hands-on activity from "Design Squad Nation," which allows kids to use simple materials to build a four-stringed instrument, then tune it and play a song. Kids explore frequency, pitch, and sound energy while following the steps of the engineering design process. By weaving "Design Squad Nation" episodes,…
Descriptors: Musical Instruments, Engineering, Learning Experience, Acoustics
Peer reviewed Peer reviewed
Direct linkDirect link
van den Bos, Wouter; Westenberg, Michiel; van Dijk, Eric; Crone, Eveline A. – Cognitive Development, 2010
We investigate the development of two types of prosocial behavior, trust and reciprocity, as defined using a game-theoretical task that allows investigation of real-time social interaction, among 4 age groups from 9 to 25 years. By manipulating the possible outcome alternatives, we could distinguish among important determinants of trust and…
Descriptors: Prosocial Behavior, Trust (Psychology), Late Adolescents, Adolescents
Peer reviewed Peer reviewed
Direct linkDirect link
Griffiths, Mark – Educational Psychology in Practice, 2010
Based on a significant increase in correspondence to the author from parents, teachers and psychologists concerning "addiction" to online video games like "World of Warcraft", this paper provides a brief overview of the main issues surrounding excessive video game playing among adolescents. As an aid to educational psychologists, and based on two…
Descriptors: Video Games, Educational Psychology, Psychologists, Online Systems
Peer reviewed Peer reviewed
Direct linkDirect link
Bedwell, Wendy L.; Salas, Eduardo – International Journal of Training and Development, 2010
Computer-based training (CBT) is a methodology for providing systematic, structured learning; a useful tool when properly designed. CBT has seen a resurgence given the serious games movement, which is at the forefront of integrating primarily entertainment computer-based games into education and training. This effort represents a multidisciplinary…
Descriptors: Multimedia Materials, Computers, Games, Training
Peer reviewed Peer reviewed
Direct linkDirect link
Orlowski, Marietta A.; Hart, Aaron – Young Children, 2010
Good schools for children ages 5 to 8 provide multiple opportunities for physical activity throughout the school day. Ideally, physical education, recess, extracurricular activities, and classroom activities together help ensure that children meet the recommended 60 minutes a day of structured activity and 60 of unstructured. Additionally, brief…
Descriptors: Class Activities, Physical Activities, Physical Activity Level, Young Children
Peer reviewed Peer reviewed
Direct linkDirect link
Kriz, Willy Christian – Simulation & Gaming, 2010
This article introduces some basic concepts of a systemic-constructivist perspective. These show that gaming simulation corresponds closely to a systemic-constructivist approach to learning and instruction. Some quality aspects of facilitating and debriefing simulation games are described from a systemic-constructivist point of view. Finally, a…
Descriptors: Constructivism (Learning), Educational Games, Teaching Methods, Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Kopainsky, Birgit; Pedercini, Matteo; Davidsen, Pal I.; Alessi, Stephen M. – Simulation & Gaming, 2010
Simulation models provide decision support to long-term planning processes. The Bergen Learning Environment for National Development (BLEND) is a game based on a simplified version of Millennium Institute's Threshold 21 model (T21) that sensitizes policy makers in sub-Saharan African nations to the need for simulation-based decision support. The…
Descriptors: Behavior Patterns, Academic Achievement, Models, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Leng, Eow Yee; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan – Computers & Education, 2010
Nurturing children into thinking creatively needs to take account of what interest them. Therefore, the study conducted engaged students with computer games development as it corresponded with the young generation's habits and interests. This was done with the purpose to enhance the creative process experienced by students. It involved 69…
Descriptors: Control Groups, Creativity, Action Research, Leadership Training
Peer reviewed Peer reviewed
Direct linkDirect link
Sardone, Nancy B.; Devlin-Scherer, Roberta – English Journal, 2010
In thinking about teaching nonfiction, the authors acknowledge that many contemporary and important nonfiction texts that students should be encouraged to read take up social issues that are not easy to talk about or even to think about. They discovered that combining well-chosen nonfiction on social issues with specialized digital games and other…
Descriptors: Nonfiction, Social Problems, Controversial Issues (Course Content), Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Singh, Vandana – Physics Teacher, 2010
Several misconceptions abound among college students taking their first general physics course, and to some extent pre-engineering physics students, regarding the physics and applications of electric circuits. Analogies used in textbooks, such as those that liken an electric circuit to a piped closed loop of water driven by a water pump, do not…
Descriptors: Physics, Energy, Misconceptions, Science Activities
Peer reviewed Peer reviewed
Direct linkDirect link
Dymond, Simon; Bailey, Rebecca; Willner, Paul; Parry, Rhonwen – Research in Developmental Disabilities: A Multidisciplinary Journal, 2010
Individuals with intellectual and developmental disabilities often have difficulties foregoing short-term loss for long-term gain. The Iowa Gambling Task (IGT) has been extensively adopted as a laboratory measure of this ability. In the present study, we undertook the first investigation with people with intellectual disabilities using a…
Descriptors: Intervention, Intervals, Mental Retardation, Developmental Disabilities
Peer reviewed Peer reviewed
Direct linkDirect link
Takagishi, Haruto; Kameshima, Shinya; Schug, Joanna; Koizumi, Michiko; Yamagishi, Toshio – Journal of Experimental Child Psychology, 2010
The purpose of the current study was to examine the role of theory of mind in fairness-related behavior in preschoolers and to introduce a tool for examining fairness-related behavior in children. A total of 68 preschoolers played the Ultimatum Game in a face-to-face setting. Acquisition of theory of mind was defined as the understanding of false…
Descriptors: Cognitive Development, Preschool Children, Evaluation Methods, Behavior Patterns
Cheng, Meng-Tzu – ProQuest LLC, 2009
In response to the solicitation of the National Institute on Drug Use (NIDA) (NIDA, 2006) for the "Development of a Virtual Reality Environment for Teaching about the Impact of Drug Abuse on the Brain," a virtual brain exhibit was developed by the joint venture of Entertainment Science, Inc. and Virtual Heroes, Inc.. This exhibit included a…
Descriptors: Middle School Students, Student Attitudes, Video Games, Negative Attitudes
Association Supporting Computer Users in Education, 2018
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Uses in Education, Conferences (Gatherings), College Students, Portfolios (Background Materials)
Peer reviewed Peer reviewed
Direct linkDirect link
Zurier, Steve – Community College Journal, 2013
Few professors teaching at community colleges today expect students to learn every nuance of every technological device they are likely to encounter throughout the course of their careers. Educators can expose students to enough of a base so that when the technology does evolve--and it will--they have the confidence and ability to adapt and…
Descriptors: Community Colleges, Higher Education, Job Training, Technology Uses in Education
Pages: 1  |  ...  |  674  |  675  |  676  |  677  |  678  |  679  |  680  |  681  |  682  |  ...  |  1353