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Jager, Sake, Ed.; Bradley, Linda, Ed.; Meima, Estelle J., Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2014
The theme of EUROCALL 2014 was "CALL Design: Principles and Practice," which attracted approximately 280 practitioners, researchers and students from computer-assisted language learning (CALL) and related disciplines of more than 40 different nationalities. Over 170 presentations were delivered on topics related to this overarching…
Descriptors: Conferences (Gatherings), Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Johnson, L.; Adams Becker, S.; Estrada, V.; Freeman, A. – New Media Consortium, 2014
"The NMC Horizon Report" series is the most visible outcome of the New Media Consortium (NMC) Horizon Project, an ongoing research effort established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within every sector of education in some 65…
Descriptors: Technology Uses in Education, Educational Technology, Elementary Secondary Education, Technological Advancement
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Seldon, James R.; Tsigaris, Peter – American Journal of Business Education, 2010
In this paper we examine the ultimatum game's income distribution and efficiency implications and modify the game to investigate the impact of re-distributional policies imposed on the parties.
Descriptors: Income, Investigations, Financial Policy, Educational Games
Peppler, Kylie; Danish, Joshua; Zaitlen, Benjamin; Glosson, Diane; Jacobs, Alexander; Phelps, David – Online Submission, 2010
New technologies have enabled students to become active participants in computational simulations of dynamic and complex systems (called Participatory Simulations), providing a "first-person"perspective on complex systems. However, most existing Participatory Simulations have targeted older children, teens, and adults assuming that such concepts…
Descriptors: Use Studies, Visual Stimuli, Auditory Stimuli, Phonetics
Gelman, Adam – ProQuest LLC, 2010
One of the biggest innovations of the last century has been the invention of the video game. Video games are an extremely popular form of entertainment today. While some question the use of video games in education, others argue that video games are one innovation that if introduced into the classroom, might change how teachers effectively engage…
Descriptors: Student Attitudes, Video Games, Grade 7, Mathematics Achievement
Folta, Elizabeth Eason – ProQuest LLC, 2010
In an effort to get children back outdoors and exploring the natural environment, a Modular Serious Educational Game (mSEG), Red Wolf Caper, was created as part of a design-based research study. Red Wolf Caper uses a combination of an augmented reality (AR) game and a serious educational game (SEG) to capture the students' interest in the natural…
Descriptors: Environmental Education, Educational Games, Science Interests, Scientific Concepts
Reese, Debbie Denise; Tabachnick, Barbara G. – Society for Research on Educational Effectiveness, 2010
In this paper, the authors summarize a quantitative analysis demonstrating that the CyGaMEs toolset for embedded assessment of learning within instructional games measures growth in conceptual knowledge by quantifying player behavior. CyGaMEs stands for Cyberlearning through GaME-based, Metaphor Enhanced Learning Objects. Some scientists of…
Descriptors: Statistical Analysis, Theory Practice Relationship, Educational Games, Instructional Design
Levitan, Ellen P. – ProQuest LLC, 2010
Many university administrators are unaware of the increasing use of computer technologies for educating employees. This study explored higher education administrators' perceptions of computer technology for university administrator learning. A treatment group of UC Berkeley administrative employees was assigned to use an online simulation; a…
Descriptors: Higher Education, Employees, Computers, Control Groups
Project Tomorrow, 2010
For the past 7 years, the Speak Up National Research Project has provided the nation with a unique window into classrooms and homes all across America and given us a realistic view on how technology is currently being used (or not) to drive student achievement, teacher effectiveness and overall educational productivity. Most notably, the Speak Up…
Descriptors: Productivity, Teacher Effectiveness, Teaching Methods, Elementary Secondary Education
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Zangeneh, Masood; Mann, Robert E.; McCready, John; Oseni, Lola – International Journal of Mental Health and Addiction, 2010
Problem gambling is a growing concern among adolescents today. According to recent studies, rates of problem gambling among youth are higher than those reported by adults. Though few in number, studies have also shown certain ethnic communities to be prone to gambling-related problems and related problematic behaviours. As yet, there is no…
Descriptors: Socialization, Marijuana, Drinking, Ethnic Groups
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Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco – Educational Technology & Society, 2010
The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…
Descriptors: Role Playing, Educational Games, Computer Simulation, Computer Uses in Education
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Kajamies, Anu; Vauras, Marja; Kinnunen, Riitta – Scandinavian Journal of Educational Research, 2010
We describe the effects of an intervention designed to develop the mathematical word problem solving of low-achievers. The eight students participating in the intervention were selected from 429 10-year-olds on the basis of their difficulties in word problem solving. In the intervention, we combined intensive, systematic, and explicit teacher…
Descriptors: Control Groups, Intervention, Problem Solving, Word Problems (Mathematics)
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Griffin, Shelley M. – Update: Applications of Research in Music Education, 2010
Highlighting various seminal studies in music education provides grounding for the necessity of connecting children's school music experiences with their daily lived music experiences. Allowing children to make more seamless connections between these two contexts heightens the possibility of creating increasingly meaningful school music…
Descriptors: Music Education, Music, Role, Music Activities
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Rapeepisarn, Kowit; Wong, Kok Wai; Fung, Chun Che; Khine, Myint Swe – Journal of Educational Technology, 2008
When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use…
Descriptors: Computer Games, Undergraduate Students, Instructional Design, Instructional Effectiveness
Pracana, Clara, Ed. – Online Submission, 2014
We are delighted to welcome you to the International Psychological Applications Conference and Trends 2014, taking place in Porto, Portugal, from 4 to 6 of April. Psychology, in our time, offers a large range of scientific fields where it can be applied. The goal of understanding individuals and groups (mental functions and behavioral…
Descriptors: Educational Psychology, Foreign Countries, Intervention, Prevention
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