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Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2012
Leaders of the CPB-PBS "Ready To Learn" Initiative understand the important role parents and caregivers play in ensuring young children's healthy development and academic learning. In order for young children, especially those living in traditionally underserved communities, to succeed at school and thrive outside of the classroom,…
Descriptors: Public Television, Educational Television, Educational Technology, Technology Uses in Education
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Nunes, Miguel Baptista, Ed.; McPherson, Maggie, Ed.; Kommers, Piet, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the International Conference e-Learning 2017, which was organised by the International Association for Development of the Information Society, 20-22 July, 2017. This conference is part of the Multi Conference on Computer Science and Information Systems 2017, 20-23 July, which had a total of 652 submissions.…
Descriptors: Electronic Learning, Online Courses, Teaching Methods, Information Literacy
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2019
For the forty-second time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains papers dealing…
Descriptors: Educational Technology, Electronic Learning, Technology Uses in Education, Teaching Methods
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Tusing, Jennifer; Berge, Zane L. – Journal of Educational Technology, 2010
This paper examines a number of theoretical principles governing second language teaching and learning and the ways in which these principles are being applied in 3D virtual worlds such as Second Life. Also examined are the benefits to language learning afforded by the Second Life interface, including access, the availability of native speakers of…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Native Speakers
Madsen, Mark S. – ProQuest LLC, 2010
The purpose of this research has been to generate learning environments that surrounded second and third grade students with bi-directional counting experiences, leading them to discover and come to an understanding of opposite numbers. While engaged in games and bi-directional activities, these young students eagerly counted, by jumping frogs…
Descriptors: Numbers, Grade 3, Grade 2, Mathematics Education
Hinojosa, Trisha; Miller, Shazia; Swanlund, Andrew; Hallberg, Kelly; Brown, Megan; O'Brien, Brenna – Society for Research on Educational Effectiveness, 2010
The Stock Market Game[TM] is an educational program supported by the Securities Industry and Financial Markets Association (SIFMA) Foundation for Investor Education. The program is designed to teach students the importance of saving and investing by building their financial literacy skills. The primary focus of the study was to measure the impact…
Descriptors: Mathematics Achievement, Academic Achievement, Program Effectiveness, Program Content
Rivera, Iris Daliz – ProQuest LLC, 2010
The field of training has been changing rapidly due to advances in technology such as videogame-based adaptive training. Videogame-based adaptive training has provided flexibility and adaptability for training in cost-effective ways. Although this method of training may have many benefits for the trainee, current research has not kept up to pace…
Descriptors: Feedback (Response), Self Efficacy, Program Effectiveness, Trainees
Kretschmann, Rolf – Online Submission, 2010
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
Descriptors: Emotional Intelligence, Physical Education, Socialization, Informal Education
Martinez-Hernandez, Kermin Joel – ProQuest LLC, 2010
The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…
Descriptors: Feedback (Response), Computer Graphics, Intervention, Video Games
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Shandley, Kerrie; Austin, David; Klein, Britt; Kyrios, Michael – Health Education Research, 2010
The objective of this study was to conduct an evaluation of Reach Out Central (ROC), an online gaming program designed to support the mental health of people aged 16-25. The evaluation sought to determine the benefit of playing ROC on alcohol use, use of coping strategies, psychological distress, resilience and satisfaction with life. Changes in…
Descriptors: Early Intervention, Life Satisfaction, Females, Mental Health
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Thirunarayanan, M. O.; Vilchez, Manuel; Abreu, Liala; Ledesma, Cyntianna; Lopez, Sandra – Educational Media International, 2010
A survey was conducted in a public, research university located in a large and diverse metropolitan area in the southeastern part of the USA. The purpose of the survey was to determine both the positive and negative personal, educational, social, and work related consequences of playing video games. Nearly two-thirds of the 203 participants in…
Descriptors: Research Universities, Video Games, Metropolitan Areas, Sampling
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Barnett, Joshua H.; Archambault, Leanna – TechTrends: Linking Research and Practice to Improve Learning, 2010
Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…
Descriptors: Economics, Theories, Instructional Effectiveness, Computer Simulation
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Jenson, Jennifer; de Castell, Suzanne – Simulation & Gaming, 2010
This review of gender and gameplay research over the past three decades documents a set of persistent methodological repetitions that have systematically impeded its progress since the inception of this trajectory of research. The first is, in fact, a refusal to consider gender at all: Conflating gender with sex impedes possibilities to identify…
Descriptors: Computers, Video Games, Design, Industry
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Peppler, Kylie; Warschauer, Mark; Diazgranados, Alicia – E-Learning and Digital Media, 2010
Digital games have become a major part of the twenty-first-century learning environment, but little attention has been paid to understanding what young learners already know about games and how this understanding can be used as a bridge to academic literacy. In this study, the authors analyze second-grade students' efforts at critiquing digital…
Descriptors: English (Second Language), Language Proficiency, Video Games, Design
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Games, Alex – E-Learning and Digital Media, 2010
This article examines the language and literacy practices of middle-school children as they worked toward constructing their own computer games using "Gamestar Mechanic," a game intended to teach them key ways of thinking and communicating germane to the discourse of game designers. It examines the changes that took place in what previous work…
Descriptors: Educational Games, Protocol Analysis, Familiarity, Discourse Analysis
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