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Emanouilidis, Emanuel – International Journal of Mathematical Education in Science and Technology, 2008
Latin squares were first introduced and studied by the famous mathematician Leonhard Euler in the 1700s. Through the years, Latin squares have been used in areas such as statistics, graph theory, coding theory, the generation of random numbers as well as in the design and analysis of experiments. Recently, with the international popularity of…
Descriptors: Geometric Concepts, Statistics, Games, Mathematical Logic
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Basuchoudhary, Atin; Metcalf, Christopher; Pommerenke, Kai; Reiley, David; Rojas, Christian; Rostek, Marzena; Stodder, James – Journal of Economic Education, 2008
The authors present a classroom experiment designed to illustrate key concepts of third-degree price discrimination. By participating as buyers and sellers, students actively learn (1) how group pricing differs from uniform pricing, (2) how resale between buyers limits a seller's ability to price discriminate, and (3) how preventing price…
Descriptors: Economics Education, Microeconomics, International Trade, Experiments
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Barclay, Pat – Cognition, 2008
Evolutionary psychologists have proposed that humans possess cognitive mechanisms for social exchange, but have perhaps focused overmuch on "cheating", because avoiding exploitation in reciprocal exchange could be accomplished either by avoidance of defectors or by attraction to cooperators. Past studies that have claimed to support the existence…
Descriptors: Cheating, Psychologists, Cognitive Processes, Games
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Folkestad, James; O'Shea, Patrick – Journal on School Educational Technology, 2011
This paper describes the results of a qualitative analysis of video captured during a dual indoor/outdoor Augmented Reality experience. Augmented Reality is the layering of virtual information on top of the physical world. This Augmented Reality experience asked students to interact with the San Diego Museum of Art and the Botanical Gardens in San…
Descriptors: Qualitative Research, Simulated Environment, Educational Games, Recreational Facilities
Rosa, Joao J.; Rosa, Ricardo D. – Peter Lang New York, 2011
Supported by critical theoretical frameworks, this book is a purposeful engagement with bodies of knowledge rooted in popular culture, yet routinely excluded from "common sense" visions of curriculum. Aimed at teachers as well as teacher-educators, the book examines areas such as Disney, African American stand-up comedy, intersections of…
Descriptors: Popular Culture, Video Games, Democracy, Educational Environment
He, Yinghua – ProQuest LLC, 2011
Many public school choice programs use centralized mechanisms to match students with schools in absence of market-clearing prices. Among them, the Boston mechanism is one of the most widely used. It is well-known that truth-telling may not be optimal under the Boston mechanism, which raises the concern that the mechanism may create a disadvantage…
Descriptors: Foreign Countries, Public Policy, Policy Analysis, Educational Policy
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Kapralos, Bill; Hogan, Michelle; Pribetic, Antonin I.; Dubrowski, Adam – Interactive Technology and Smart Education, 2011
Purpose: Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be…
Descriptors: Foreign Countries, Experiential Learning, Laptop Computers, Educational Technology
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Mawdesley, M.; Long, G.; Al-jibouri, S.; Scott, D. – Computers & Education, 2011
Computer based simulations and games can be useful tools in teaching aspects of construction project management that are not easily transmitted through traditional lecture based approaches. However, it can be difficult to quantify their utility and it is essential to ensure that students are achieving the learning outcomes required rather than…
Descriptors: Foreign Countries, Computer Simulation, Educational Games, Computer Assisted Instruction
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Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre – Simulation & Gaming, 2011
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Descriptors: Feedback (Response), Travel, Computer Simulation, Role Playing
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Misurell, Justin R.; Springer, Craig; Tryon, Warren W. – Journal of Child Sexual Abuse, 2011
This preliminary investigation examined the efficacy of a game-based cognitive-behavioral therapy group program for elementary school-aged children who have experienced sexual abuse. Treatment aimed to improve: (a) internalizing symptoms, (b) externalizing behaviors, (c) sexually inappropriate behaviors, (d) social skills deficits, (e) self-esteem…
Descriptors: Sexual Abuse, Sexuality, Therapy, Cognitive Restructuring
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Pepe, Kadir – Educational Research and Reviews, 2011
This study is a descriptive study based on the screening model, and was conducted in order to inquire the effect of games and the relation between gender and class success variables and game preferences in primary school students. The universe of the study was the primary schools in city center in Province of Burdur and the sample group of the…
Descriptors: Foreign Countries, Games, Females, Age Differences
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Miller, Ben; Watts, Michael – Journal of Economic Education, 2011
The authors list economic concepts and issues covered in the children's books published by Theodor Geisel and discuss his treatment of concepts that appear most often and that are treated in greater depth. Some concepts are sophisticated and taught as formal concepts only in college-level economics courses. Others are basic and used in economics…
Descriptors: Economics, Childrens Literature, Books, Instructional Materials
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Mascret, Nicolas – Physical Education and Sport Pedagogy, 2011
Background: Physical education teachers often use the player-coach dyad in individual opposition sports so that students can obtain information on their actions and then better regulate them. This type of work also develops methodological and social skills. However, the task of observing a partner often poses problems for failing students, who…
Descriptors: Physical Education, Racquet Sports, Observation, Nonparametric Statistics
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Pepe, Kadir – Educational Research and Reviews, 2011
This research is a descriptive research with scanning method. It aims to define the relationship between the gender and academic success of secondary school students and their play preferences. The population of the research is composed of the secondary schools of Burdur city centrum and the sample group is composed of the students who are…
Descriptors: Elementary School Students, Secondary Schools, Play, Team Sports
Hung, Chia Yuan – ProQuest LLC, 2009
Despite the growing number of studies on video games, there are still gaps in video game research, especially when it comes to describing the situated (in situ) actions of gameplay. The study explores the locally-produced meaning-making practices of video game players, and analyzes gameplay as it occurs, not as a post hoc, reconstructed event, but…
Descriptors: Play, Video Games, Adolescents, Case Studies
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