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Zdravkovic, Neda – Public Services Quarterly, 2010
Constructivist learning theories promote students' engagement as one of the key factors in successful learning and knowledge building. Research indicates that the short attention span of adult learners, their need to "learn-by-doing," interact and multitask in the learning process can be accommodated with a positive outcome by…
Descriptors: Information Literacy, Class Activities, Library Instruction, Academic Libraries
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Francis, Becky – Oxford Review of Education, 2010
In spite of continuing patterning of curriculum subject preference and choice by gender, there has been little recent attention to the argument developed in the 1970s that children play with different toys according to their gender, and that these provide girls and boys with (different) curriculum-related skills. The article describes a…
Descriptors: Young Children, Toys, Role, Educational Games
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Williams, Robert Howard; Williams, Alexander Jonathan – Simulation & Gaming, 2010
The authors previously developed multiple identification theory (MIT) as a system of simulation game design intended to promote attitude change. The present study further tests MIT's effectiveness. The authors created a game (CULTURE & CREED) via MIT as a complex simulation of Middle Eastern conflict resolution, designed to change attitudes…
Descriptors: Conflict, Identification, Competition, Attitude Change
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Gordon, Sheri – T.H.E. Journal, 2010
For the Garland Independent School District, a tournament was the tipping point. With too many of its students failing the math portion of state-mandated exams and in danger of being held back, the suburban Dallas district was determined to raise scores. The students lacked motivation, and Garland was seeking a better method of engaging them.…
Descriptors: Video Games, Mathematics Achievement, Computers, Technology Uses in Education
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Ting, Yu-Liang – Educational Technology & Society, 2010
This study validates a pedagogical framework, which integrates a mainstream game to teach the technology supporting that game. Technologies in learning games can engage students and make the learning contents interesting to them. However, technologies themselves are seldom the subject of learning in the game they support. In addition, learning…
Descriptors: Student Interests, Student Motivation, Teaching Methods, Educational Technology
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Lin, Wan-Ying; Cheong, Pauline Hope; Kim, Yong-Chan; Jung, Joo-Young – Journal of Adolescent Research, 2010
Asian youths are embracing communication technologies at a burgeoning rate, yet interesting differences in Internet access and use exist among this younger generation. Our empirical investigation provides a rich and comparative look into what Asian youths do online, with an emphasis on an understudied area: their civic uses of new media. Data…
Descriptors: Citizenship, Games, Foreign Countries, Internet
Bielaczyc, Katerine; Kapur, Manu – Educational Technology, 2010
Education in the Knowledge Age calls for engaging students in creative work with knowledge. A major implication for research and design in the learning sciences is that the necessary shift is not simply technological or pedagogical, but essentially epistemological (Brown, 2007). In this article, the authors view such creative work with knowledge…
Descriptors: Play, Educational Change, Foreign Countries, Social Scientists
Walsh, Mark – Education Week, 2010
Arizona's variation on government vouchers for religious schools and California's prohibition on the sale of violent video games to minors present the top two cases with implications for education in the U.S. Supreme Court term that formally begins Oct. 4. New Justice Elena Kagan brings to the court extensive education policy experience as a…
Descriptors: Educational Vouchers, Video Games, Court Litigation, Federal Courts
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Cassar, Anna Garito; Jang, Eunice Eunhee – Australian Journal of Learning Difficulties, 2010
The purpose of this small-scale exploratory study was to examine the effects of using a game-based instructional approach to teach word recognition and spelling to Grade 6 students with reading disabilities (RD) and attention deficit disorders. Treatment and comparison groups were formed. The students were placed in either a traditional spelling…
Descriptors: Reading Difficulties, Spelling, Phonological Awareness, Attention Deficit Disorders
Liang, Chaoyun; Lee, Yuan-Zone; Chou, Wen-Shou – Educational Technology, 2010
The integration of game playing with online education has recently become one of the most discussed issues in the e-learning field for its potentially positive impact on the development of related industries and on the social lives of young people. In this article, the authors propose a set of design considerations to assist game-based learning…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Technology Integration
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Vander Schee, Carolyn J.; Boyles, Deron – Sport, Education and Society, 2010
In this paper we explore "exergaming" in schools, the latest trend influencing the physical education (PE) curriculum. Throughout the paper we investigate the various proponents of exergaming including the gaming industry, academic researchers and PE teachers. Our inquiry takes a closer look at exergaming as a pedagogical trend and…
Descriptors: Physical Education, Obesity, Interests, Teaching Methods
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Moomaw, Sally; Carr, Victoria; Boat, Mary; Barnett, David – Teaching Children Mathematics, 2010
A child's demonstration of his conceptual understanding of number bodes well for his future success in school mathematics. As youngsters' thinking becomes more logical, they apply one-to-one correspondence relationships to quantification. Yet, reliable assessment of young children's mathematical ability is difficult because of social and emotional…
Descriptors: Preschool Curriculum, Mathematics Education, Preschool Children, Accountability
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Gonzalez, Carina S.; Blanco, Francisco – Simulation & Gaming, 2008
Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players…
Descriptors: Constructivism (Learning), Video Games, Educational Games, Integrated Curriculum
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Siegler, Robert S.; Ramani, Geetha B. – Developmental Science, 2008
The numerical knowledge of children from low-income backgrounds trails behind that of peers from middle-income backgrounds even before the children enter school. This gap may reflect differing prior experience with informal numerical activities, such as numerical board games. Experiment 1 indicated that the numerical magnitude knowledge of…
Descriptors: Games, Number Concepts, Low Income Groups, Educational Games
Jeffrey Jacobson – ProQuest LLC, 2008
This study explored whether students benefited from an immersive panoramic display while studying subject matter that is visually complex and information-rich. Specifically, middle-school students learned about ancient Egyptian art and society using an educational learning game, "Gates of Horus," which is based on a simplified three…
Descriptors: Computer Simulation, Building Design, Experiential Learning, Visual Aids
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