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Sibold, Claire – Multicultural Education, 2011
According to Beck, McKeown, and Kucan's Three Tier Model (2002), when it comes to language instruction the distinction between academic vocabulary words and content specific words has a significant bearing on the language success of English language learners (ELLs). In this article, the author describes strategies that give teachers and parents…
Descriptors: Direct Instruction, Vocabulary Development, Second Language Learning, English (Second Language)
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Uguak, Uget Apayo – Journal of Instructional Psychology, 2011
The study targets children in especially difficult circumstances from 8-14 years; and explores the importance of psychosocial needs for the PTSD and displaced children in schools. Out of 235 participants, descriptive statistics indicated that 63 children are traumatized. Based on ANOVA findings, the result revealed that there is significant effect…
Descriptors: Psychological Needs, Posttraumatic Stress Disorder, Teacher Role, Behavior Problems
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Amory, Alan – Educational Technology Research and Development, 2007
Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include…
Descriptors: Video Games, Educational Games, Game Theory, Design Requirements
Wilson, Lee – Technology & Learning, 2007
Do video games and simulations really belong in the classroom? A growing body of evidence--from education conference sessions to ramped-up gaming research and university pilot programs--all point to the affirmative. However, sensationalized press accounts, a personal lack of familiarity with games, and other factors still contribute to a broad…
Descriptors: Video Games, Teaching Methods, Familiarity, Misconceptions
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2020
For the forty-third time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online during the annual AECT Convention. Volume 1 contains 37 papers dealing primarily with research and development topics. Papers dealing with the…
Descriptors: Educational Technology, Technology Uses in Education, Professional Development, Feminism
Bickel, Kathy – CURRENTS, 2009
Conferences and colleagues can provide some guidance to those who are searching for new ways to understand their alumni and those who are looking for insights into fundraising, ideas for coping with change, or new approaches to their career in advancement. However, the author suggests that sometimes it's best to turn to that age-old source of…
Descriptors: Fund Raising, Television, Alumni, Educational Television
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Magno, Elena; Simoes-Franklin, Cristina; Robertson, Ian H.; Garavan, Hugh – Journal of Cognitive Neuroscience, 2009
Effective goal-directed behavior relies on a network of regions including anterior cingulate cortex and ventral striatum to learn from negative outcomes in order to improve performance. We employed fMRI to determine if this frontal-striatal system is also involved in instances of behavior that do not presume negative circumstances. Participants…
Descriptors: Brain Hemisphere Functions, Neurological Organization, Diagnostic Tests, Rewards
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Heo, Jimmoo; King, Carina – ICHPER-SD Journal of Research, 2009
Stebbins (1992) defined serious leisure as the systematic pursuit of amateur, hobbyist, or volunteer activity that is substantial and interesting for the participants involved. This study investigated associations between serious leisure and sport tourism using Indiana Senior Games participants. This study used a self-report questionnaire to…
Descriptors: Tourism, Leisure Time, Discriminant Analysis, Recreational Activities
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Eastin, Matthew S.; Appiah, Osei; Cicchirllo, Vincent – Human Communication Research, 2009
The current study examines the impact of racial representation on character identification and postgame play hostility. Examining data from Black and White participants, results suggest that cueing racial attributes influences identification and elicits stereotyping and hostile outcomes. Specifically, White players displayed more hostile thoughts…
Descriptors: Play, Identification, Personality, Psychological Patterns
Nelson, Bryan G.; Uba, Gregory – Exchange: The Early Childhood Leaders' Magazine Since 1978, 2009
All teachers can be supportive of children's active play by running, jumping, and playing with them and by reducing the time spent simply standing around "supervising" their play. In this article, the authors describe the benefits of active play and offer some encouragement that will get teachers and their coworkers to run around with children.…
Descriptors: Play, Teacher Role, Teacher Student Relationship, Young Children
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Rigby, C. Scott; Przybylski, Andrew K. – Theory and Research in Education, 2009
Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…
Descriptors: Video Games, Computer Simulation, Self Determination, Social Theories
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Smith, D. R.; Munro, E. – Physics Education, 2009
A number of years have passed since the development of the "Voyager: Satellites" educational card game reported in "Physics Education" in 2003. Since then, a large number of copies of the game have been produced and distributed across the UK, to a warm reception from both pupils and teachers. This article reports on some of the…
Descriptors: Educational Games, Educational Change, Teaching Methods, Foreign Countries
Mastel, Kristen; Huston, Dave – Computers in Libraries, 2009
Game-design programs are relatively new in the world of academia, as the author of this article discovered when she worked as Brown College's librarian and learning resource center coordinator. With that newness comes the challenge of determining a "core" collection of materials to support the discipline. This kind of core collection is…
Descriptors: Video Games, Learning Resources Centers, Educational Resources, Computer Software
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Rendell, Peter G.; Vella, Melissa J.; Kliegel, Matthias; Terrett, Gill – Cognitive Development, 2009
To date, little work has been done investigating prospective memory in children, particularly using a delay-execute paradigm. Two experiments were conducted to investigate this issue with children aged 5-11 years. While playing a computer driving game, children's ability to carry out a delayed intention either immediately a target cue appeared or…
Descriptors: Intention, Children, Memory, Memorization
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Perkins-Gough, Deborah – Educational Leadership, 2009
According to a national telephone survey by the Pew Internet Project, 99 percent of boys and 94 percent of girls ages 12-17 play computer, Web, portable, or console games; and 50 percent play such games daily. The survey report, Teens, Video Games, and Civics, examines the extent and nature of teens' game playing and sheds some light on the…
Descriptors: Play, Video Games, Telephone Surveys, Young Adults
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