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Ooi, Beng Guat; Sanger, Michael J. – Journal of Chemical Education, 2009
This game was designed to provide students with an alternative way to learn biochemical pathways through an interactive approach. In this game, students worked in pairs to help each other identify pathways taped to each other's backs by asking simple "yes or no" questions related to these pathways. This exercise was conducted after the traditional…
Descriptors: Instructional Effectiveness, College Science, College Students, Biochemistry
Green, Patricia J.; Sha, Mandy; Liu, Lu – RTI International, 2011
In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…
Descriptors: Foreign Countries, English (Second Language), Middle School Students, Partnerships in Education
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van Bilsen, Arthur; Bekebrede, Geertje; Mayer, Igor – Informatics in Education, 2010
While educators teach their students about decision making in complex environments, managers have to deal with the complexity of large projects on a daily basis. To make better decisions it is assumed, that the latter would benefit from better understanding of complex phenomena, as do students as the professionals of the future. The goal of this…
Descriptors: Decision Making, Computer Games, Computer Simulation, College Students
Walser, Nancy, Ed. – Harvard Education Press, 2010
"Harvard Education Letter" is published bimonthly at the Harvard Graduate School of Education. This issue of "Harvard Education Letter" contains the following articles: (1) Video Games Take Testing to the Next Level: Researchers See Promise in Game-Like Assessments That Measure Complex Skills (Robert Rothman); (2) An Academic…
Descriptors: Video Games, Educational Change, Theory Practice Relationship, Student Evaluation
Biamonte, Nicole, Ed. – Scarecrow Press, 2010
Teachers the world over are discovering the importance and benefits of incorporating popular culture into the music classroom. The cultural prevalence and the students' familiarity with recorded music, videos, games, and other increasingly accessible multimedia materials help enliven course content and foster interactive learning and…
Descriptors: Music, Popular Culture, Video Games, Familiarity
Chuang, Tsung-Yen; Lee, I-Ching; Chen, Wen-Chih – Online Submission, 2010
ADHD or ADD (Attention Deficit/Hyperactivity Disorder) is one of the most frequently diagnosed mental and behavioral disorders of children. Children with ADHD are characterized by poor attention and distractibility and/or hyperactive and impulsive behaviors. Although there is no "cure" for ADHD, there are accepted treatments that…
Descriptors: Behavior Disorders, Attention Deficit Hyperactivity Disorder, Child Behavior, Attention Span
Naveh, Nissan – Online Submission, 2010
This article presents a method for teaching the theory of symbolic interactionism in a high-school course--Introduction to Sociology. The role-playing game used as a method for teaching the theory is grounded on a philosophy of education whose principles call for meaningful and relevant learning, based on experiential activity and investigation of…
Descriptors: Role Playing, Foreign Countries, Sociology, Educational Philosophy
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Tremblay, Carol Horton; Tremblay, Victor J. – Journal of Economic Education, 2010
Monotone methods enable comparative static analysis without the restrictive assumptions of the implicit-function theorem. Ease of use and flexibility in solving comparative static and game-theory problems have made monotone methods popular in the economics literature and in graduate courses, but they are still absent from undergraduate…
Descriptors: Game Theory, Textbooks, Economics Education, Policy Analysis
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Tan, Kim Hua; Tse, Ying Kei; Chung, Pui Ling – Computers & Education, 2010
Many researchers have advocated the use of games (and simulations) to enhance students' learning. Research has shown that in order to promote a deeper understanding of material, students ought to be engaged with what they are doing. However, there are limited interactive games for classroom teaching, especially within the operations management…
Descriptors: Active Learning, Business Administration, Learner Engagement, Educational Games
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Ely, Robert E.; Cohen, Jessica Strowbridge – Mathematics Teaching in the Middle School, 2010
It is important to use rich problem-solving tasks to develop students' understanding of important mathematical ideas (NCTM 2000). Rich tasks are complex, nonalgorithmic, and nonroutine, requiring reasoning, problem solving, and communication of thinking. Evidence has shown that using rich tasks in student-centered classrooms is especially…
Descriptors: Feedback (Response), Probability, Discussion (Teaching Technique), Problem Solving
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Burton, Brian G.; Martin, Barbara N. – Journal of Educational Computing Research, 2010
The purpose of this case study was to determine if learning occurred within a 3D virtual learning environment by determining if elements of collaboration and Nonaka and Takeuchi's (1995) knowledge spiral were present. A key portion of this research was the creation of a Virtual Learning Environment. This 3D VLE utilized the Torque Game Engine…
Descriptors: Cooperation, Virtual Classrooms, Educational Environment, Case Studies
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Kirikkaya, Esma Bulus; Iseri, Sebnem; Vurkaya, Gurbet – Turkish Online Journal of Educational Technology - TOJET, 2010
Visual elements that used in lessons are necessary because they make learning more permanent. Also the visuals that used in evaluation part of the lesson should decrease the anxiety of students and provide them with correct evaluation. The board games among the visuals which can be used in evaluation part are quite effective for getting feedback…
Descriptors: Feedback (Response), Astronomy, Grade 7, Educational Games
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Kim, Sunha; Chang, Mido – Educational Technology & Society, 2010
Although computer games as a way to improve students' learning have received attention by many educational researchers, no consensus has been reached on the effects of computer games on student achievement. Moreover, there is lack of empirical research on differential effects of computer games on diverse learners. In response, this study…
Descriptors: Language Minorities, Elementary School Students, Computer Uses in Education, Grade 4
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Nardo, Rachel – General Music Today, 2010
According to a 2009 report by the Entertainment Software Association (ESA), at least 68% of American households now play video games, and half the parents in America now play video games with their children. Grandparents are in on the action, as well. In addition, nursing homes and senior centers are now incorporating video games into their…
Descriptors: Interactive Video, Video Games, Music, Family Environment
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Jie, Yiyun – New Directions for Higher Education, 2010
Institutions of higher education in China and the United States are increasingly seeking international partners to deliver degree programs to the Chinese populace. This article illustrates how shared and divergent partner motivations and outcome expectations in a Chinese cross-border higher education program have created synergy and challenged the…
Descriptors: Game Theory, Foreign Countries, Partnerships in Education, Global Approach
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