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Huesmann, L. Rowell – Psychological Bulletin, 2010
Over the past half century the mass media, including video games, have become important socializers of children. Observational learning theory has evolved into social-cognitive information processing models that explain that what a child observes in any venue has both short-term and long-term influences on the child's behaviors and cognitions. C.…
Descriptors: Freedom of Speech, Video Games, Observational Learning, Information Processing
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Bontrager, Sharon – Learning Languages, 2010
Teaching Spanish at the K-5 level is a passion of mine, and the author would like to share some of the practical applications that she finds most rewarding and effective. She has found enthusiastic response to the creation of detailed language learning kits that are rooted in storytelling, but expanded to include home-made board games,…
Descriptors: Spanish, Second Language Instruction, Second Language Learning, Story Telling
Wigderson, Harry I. – 1968
Simulation games are a recent innovative technique that can be used in the classroom. In the past these games have been used by the military, by industry, and by social scientists. Simulation emphasizes the inquiry approach to learning. Each student is an independent and individual learner who can interact with others and react to different…
Descriptors: Educational Games, Educational Innovation, Games, Management Games
Jones-Kavalier, Barbara; Flannigan, Suzanne L. – American Association of Community Colleges (NJ3), 2008
Based on research on hiring strategies used in community colleges nationwide, the authors use games as analogies to show how hiring practices are similar in many ways to games. They present a model for more entrepreneurial, innovative, and strategic approaches to hiring. Following a Foreword by George R. Boggs, this book contains seven chapters.…
Descriptors: Community Colleges, Personnel Selection, Models, Games
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Kiili, Kristian; Lainema, Timo – Journal of Interactive Learning Research, 2008
This study is part of an ongoing attempt to develop a usable and valid scale for assessing the flow experience in educational games. The purpose of the paper is to operationalize the dimensions of flow experience in an educational game context and to test a constructed GameFlow questionnaire. Furthermore, the study strives to validate flow…
Descriptors: Educational Games, Questionnaires, Simulation, Business
Maxwell, D. Jackson – Library Media Connection, 2008
The history behind the holiday commonly called "Presidents' Day" is a bit confusing. It started as a federal holiday called Washington's Birthday. It was a day set aside to honor George Washington for his accomplishments as a founding father of the country. Later, many northern states began to recognize Abraham Lincoln's Birthday as well for his…
Descriptors: Holidays, United States History, Presidents, Historical Interpretation
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Ip, Barry; Capey, Martin; Baker, Andrew; Carroll, John – Australasian Journal of Educational Technology, 2009
This paper explores a relatively new area in the design and development of assessment procedures for the evaluation of coursework and student performance on computer and video games degrees. Emphasis is placed on an assessment which involves the development of and interaction in a virtual world, where lecturers and students are represented as…
Descriptors: Student Evaluation, Video Games, Virtual Classrooms, Computers
Buelin-Biesecker, Jennifer Katherine – ProQuest LLC, 2012
This study compared the creative outcomes in student work resulting from two pedagogical approaches to creative problem solving activities. A secondary goal was to validate the Consensual Assessment Technique (CAT) as a means of assessing creativity. Linear models for problem solving and design processes serve as the current paradigm in classroom…
Descriptors: Technology Education, Creativity, Problem Solving, Teaching Methods
Hester, Amy – ProQuest LLC, 2012
Few studies have documented the literacy activities in an after-school setting of affluent early adolescents assigned to remedial reading. This may be because these students are not considered to be at risk of academic failure. The out-of-school literacy activities of 3 sixth-grade students were examined in this qualitative research. Multiple data…
Descriptors: Early Adolescents, Literacy, Grade 6, Qualitative Research
Martinez, Edwin E. – ProQuest LLC, 2012
This study examines the impact of instrumental music study and group chess lessons on the standardized test scores of suburban elementary public school students (grades three through five) in Levittown, New York. The study divides the students into the following groups and compares the standardized test scores of each: a) instrumental music…
Descriptors: Standardized Tests, Scores, Public Schools, Suburban Schools
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2012
The 2012 Preschool Pilot Study of PBS KIDS Transmedia Mathematics Content (Preschool Pilot) is an important part of the authors' multiyear "Ready To Learn" (RTL) summative evaluation initiative. Through this initiative funded by the Corporation for Public Broadcasting (CPB) and Public Broadcasting Service (PBS), it was the responsibility…
Descriptors: Public Television, Educational Television, Educational Technology, Technology Uses in Education
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Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
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Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
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Doerr-Stevens, Candance – English Teaching: Practice and Critique, 2011
This article discusses how prolonged participation and digital composition online intersect to forge material extensions of the physical body, or limbs beyond the skin. Based on postmodern theories of technology and the body, I argue that these limbs, while less tangible, merit serious consideration given their potential to engender physical…
Descriptors: Learner Engagement, Human Body, Theories, Role Playing
Wale, Christine M. – ProQuest LLC, 2013
Digital games are widely popular and interest has increased for their use in education. Digital games are thought to be powerful instructional tools because they promote active learning and feedback, provide meaningful contexts to situate knowledge, create engagement and intrinsic motivation, and have the ability individualize instruction.…
Descriptors: Academic Achievement, Mathematics, Mathematics Instruction, Mathematical Aptitude
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