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Laquintano, Tim – Written Communication, 2010
This article reports on a digital ethnography that examines writing, authorship, and self-publication in an online niche market. Drawing on interview and web data collected over 3 years, it focuses on the writing practices that have supported the production, distribution, and sanction of 13 ebooks self-published by online poker players. The…
Descriptors: Writing for Publication, Self Expression, Authors, Books
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Van Acker, Ragnar; da Costa, Francisco Carreiro; De Bourdeaudhuij, Ilse; Cardon, Greet; Haerens, Leen – Physical Education and Sport Pedagogy, 2010
Background: Physical education should promote an active and healthy lifestyle with an emphasis on students' preparation for lifelong physical activity. "Healthy People 2010" recommends that physical education is offered on a daily basis and that pupils engage in physical activities of moderate to vigorous intensity (MVPA) during at least…
Descriptors: Metabolism, Physical Education, Physical Activities, Females
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Rupp, Andre A.; Gushta, Matthew; Mislevy, Robert J.; Shaffer, David Williamson – Journal of Technology, Learning, and Assessment, 2010
We are currently at an exciting juncture in developing effective means for assessing so-called 21st-century skills in an innovative yet reliable fashion. One of these avenues leads through the world of "epistemic games" (Shaffer, 2006a), which are games designed to give learners the rich experience of professional practica within a discipline.…
Descriptors: Research Methodology, Educational Research, Evaluation Methods, Educational Games
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McCormick, Michael J. – Journal of Leadership Education, 2009
Taking the perspective that leadership education is similar to art education created a bridge connecting the leadership education literature with the large and rich body of literature on art education and art history. A survey of the more prominent Renaissance art academies was employed to illuminate the education practices of that extraordinary…
Descriptors: Art Education, Leadership Training, Educational History, Educational Practices
Mayol, Laia – ProQuest LLC, 2009
This thesis investigates the variation between null and overt pronouns in subject position in Catalan, a null subject language. I argue that null and overt subject pronouns are two resources that speakers efficiently deploy to signal their intended interpretation regarding antecedent choice or semantic meaning, and that communicative agents…
Descriptors: Priming, Sentences, Cues, Game Theory
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Croche, Sarah – Globalisation, Societies and Education, 2009
The project of the Bologna process to create a "European Higher Education Area" (EHEA) has established the necessary conditions for the emergence of a new sociopolitical space of higher education in Europe. This space has become a cooperation/competition area that changes the European and national balance of power: the relations the…
Descriptors: Higher Education, Game Theory, Competition, Foreign Countries
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Lotherington, Heather; Ronda, Natalia Sinitskaya – Canadian Journal of Learning and Technology, 2009
This paper outlines a case study conducted in two public schools in the greater Toronto area as a complementary component of a multisite experimental study exploring educational game development as a learning activity for motivating and engaging students in curriculum-related literacy activities (Owston et al., 2007). Researchers studied children…
Descriptors: Educational Games, Sentence Structure, Geography, Grade 4
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Jiau, H. C.; Chen, J. C.; Ssu, Kuo-Feng – IEEE Transactions on Education, 2009
Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation…
Descriptors: Self Motivation, Programming, Educational Games, Computer Simulation
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Duncan, Lynne G.; Casalis, Severine; Cole, Pascale – Applied Psycholinguistics, 2009
This cross-linguistic comparison of metalinguistic development in French and English examines early ability to manipulate derivational suffixes in oral language games as a function of chronological age, receptive vocabulary, and year of schooling. Data from judgment and production tasks are presented for children aged between 5 and 8 years in…
Descriptors: Age, Metalinguistics, Morphology (Languages), Oral Language
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Davidson, Jean H.; Preez, Leanne Du; Gibb, Matthew W.; Nel, Etienne L. – Journal of Geography in Higher Education, 2009
This paper presents the results of a simulation exercise designed to explore and understand the implications of trying to survive in a marginal and poverty-stricken African community. The aim of the simulation was to create an approximation of a community involved in an income-generating project, akin to a Public Works Programme. This project…
Descriptors: Geography Instruction, Poverty, Demography, Foreign Countries
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Commeyras, Michelle – E-Learning, 2009
This is an account of what a teacher educator learned from using the video game Neverwinter Nights with Drax, a high school student whose reading is like that of an elementary school student. Neverwinter Nights is a role-playing adventure game that requires reading print along with other meaningful signs such as sounds, artefacts, color, maps,…
Descriptors: Play, Video Games, Word Recognition, Research Opportunities
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Zimmerman, Eric; Squire, Kurt; Steinkuehler, Constance; Dikkers, Seann – E-Learning, 2009
This article reports on an unconventional collaborative event called Real-Time Research, a project that brought 25 participants together from radically divergent fields for a playful and somewhat improvisational investigation of what it means to do games and learning research. Real-Time Research took the form of a two-part workshop session at the…
Descriptors: Games, Research, Research Projects, Program Descriptions
Webber, Carlie – School Library Journal, 2009
In a world of instant messages, Twitter, and Facebook, what do magazines have to offer teens? Well, as it turns out, plenty. For starters, they feature celebrity gossip, humor, beauty tips, sports, and even manga. Some magazines offer online content that can only be accessed by using a special code that's available in the print edition. Recently,…
Descriptors: Periodicals, Adolescents, Access to Information, Reading Motivation
Hammer, Jessica; Black, John – Educational Technology, 2009
What makes games effective for learning? The authors argue that games provide vicarious experiences for players, which then amplify the effects of future, formal learning. However, not every game succeeds in doing so! Understanding why some games succeed and others fail at this task means investigating both a given game's design and the…
Descriptors: Educational Games, Teaching Methods, Experiential Learning, Play
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Lieberman, Lauren J.; Schedlin, Haley; Pierce, Tristan – Journal of Visual Impairment & Blindness, 2009
This article presents strategies for jumping rope for children with visual impairments. Giving choices related to the types of rope and the use of mats is important. In addition, using appropriate instructional strategies and modifications will make jumping rope a skill that the children will enjoy and will lead to their involvement in other…
Descriptors: Physical Activities, Visual Impairments, Physical Fitness, Games
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