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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
Education Scotland, 2014
This report evaluates college programmes which deliver education and training in computer and digital media technology, rather than in computer usage. The report evaluates current practice and identifies important areas for further development amongst practitioners. It provides case studies of effective practice and sets out recommendations for…
Descriptors: Educational Practices, Case Studies, Educational Improvement, Educational Quality
Edwards, Virginia B., Ed. – Education Week, 2014
Educators and experts alike have come to a growing realization that academic factors alone do not tell the whole story of what it means to successfully navigate the educational system through high school and into higher education or the workplace. This national report from "Education Week" investigates the role that student engagement…
Descriptors: Learner Engagement, Student Motivation, Student Participation, Success
Khosrow-Pour, Mehdi, Ed. – IGI Global, 2014
The rise of technology within educational settings has allowed for a substantial shift in the way in which educators teach learners of all ages. In order to implement these new learning tools, school administrators and teachers alike must seek new research outlining the latest innovations in the field. "Educational Technology Use and Design…
Descriptors: Educational Technology, Technology Uses in Education, Adult Learning, Blended Learning
Reese, Curt – Journal of Educational Technology, 2008
Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in…
Descriptors: Communities of Practice, Educational Games, Computer Games, Learning Processes
Squire, Kurt D.; Giovanetto, Levi – E-Learning, 2008
New models of schooling are necessary as educational institutions attempt to transition into the digital age. This article is an ethnography of Apolyton University, an informal online university of gamers created to enhance pleasure from the game experience, teach the game, and improve upon the game's standard rule set. It identifies the life…
Descriptors: Schools, Virtual Universities, Ethnography, Educational Technology
Van Vugt, Mark; Hogan, Robert; Kaiser, Robert B. – American Psychologist, 2008
This article analyzes the topic of leadership from an evolutionary perspective and proposes three conclusions that are not part of mainstream theory. First, leading and following are strategies that evolved for solving social coordination problems in ancestral environments, including in particular the problems of group movement, intragroup…
Descriptors: Leadership, Evolution, Psychology, Game Theory
Moran, Robert – Exceptional Parent, 2008
This article talks about Cal State Fullerton Special Games--Kathleen E. Faley Memorial, an annual event for individuals with disabilities at California State University, Fullerton (CSUF) on the first Friday of May. One of the founders, Kathleen Faley, is one of Jack Faley's daughters. For Jack Faley, the Special Games are more than just an event…
Descriptors: Athletics, Games, Disabilities, Volunteers
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano – Simulation & Gaming, 2010
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Descriptors: Obesity, Health Behavior, Behavior Modification, Behavior Change
Reyna, Concepcion – ProQuest LLC, 2012
An achievement gap between Anglo and Mexican American students is profound in many school districts. The lack of academic vocabulary that many Mexican American students possess is a major constituent that contributes to this educational gap. Conversely, children who enter school with limited vocabulary find reading, difficult, resist reading,…
Descriptors: Internet, At Risk Students, Mexican Americans, Elementary School Students
Fang, Jun – ProQuest LLC, 2012
Two critical issues are of great concern in engineering education today: the increasingly broad requirements for 21st-century engineers and the lack of effective instructional approaches needed to produce students who meet the requirements. However, pedagogical approaches in engineering have remained relatively unchanged for the last 40 years and…
Descriptors: Engineering, Engineering Education, College Freshmen, Learner Engagement
Novak, Elena – ProQuest LLC, 2012
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. In addition, the study focused on examining the effects of a storyline GC on specific learning…
Descriptors: Graduate Students, Games, Simulation, Introductory Courses
Diamond, James – ProQuest LLC, 2012
"Historical empathy" connotes "perspective taking-in-historical-context," or explaining the intentions that motivated behavior within a framework of beliefs, values, and institutions, among other factors, as they existed at some time and in some place, rather than through contemporary norms and perspectives. As a construct,…
Descriptors: Games, History, Empathy, Perspective Taking
Lewis, Scott; O'Brien, George E. – International Journal of Environmental and Science Education, 2012
There has been an increased use of authentic practices in both science and environmental education in recent years. Such practices can utilize social constructivist frameworks to consider the learning that may be taking place as students become engaged in tool use. The current study focuses on a group of elementary school students studying the…
Descriptors: Environmental Education, Elementary School Students, Constructivism (Learning), Elementary School Science
Kutay, Cat; Mooney, Janet; Riley, Lynette; Howard-Wagner, Deirdre – Australian Journal of Indigenous Education, 2012
This article explores a project at the Koori Centre, University of Sydney, funded by the Australian Learning and Teaching Council (ALTC) in 2011, titled "Indigenous On-Line Cultural Teaching and Sharing". One of the team members (Kutay) was also a project team member on the ALTC-funded project "Exploring PBL in Indigenous Australian…
Descriptors: Foreign Countries, Indigenous Populations, Indigenous Knowledge, Cultural Education

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