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Mallon, Bride – New Directions for Evaluation, 2008
A peer-review process for assessing the contribution of artifacts, such as games and software to research, is proposed. Games and software produced as research output by academics tend to be accredited within their institution through discussion of the artifact, rather than directly. An independent judgment by peers confirming an artifact's…
Descriptors: Peer Evaluation, Computer Software, Foreign Countries, Games
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Australian Primary Mathematics Classroom, 2008
Understanding the equivalence in relation to fractions is centrally important. Students need many experiences of flexibly combining simple fractions in ways that reinforce equivalences among them. This article presents several ideas that are contributed by a range of people. They are designed to help students to develop understandings of…
Descriptors: Mathematics Instruction, Mathematical Concepts, Arithmetic, Elementary School Mathematics
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Biele, Guido; Rieskamp, Jorg; Czienskowski, Uwe – Organizational Behavior and Human Decision Processes, 2008
What are the cognitive processes underlying cooperation in groups? This question is addressed by examining how well a reciprocity model, two learning models, and social value orientation can predict cooperation in two iterated n-person social dilemmas with continuous contributions. In the first of these dilemmas, the public goods game,…
Descriptors: Cognitive Processes, Predictor Variables, Cooperation, Groups
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Bacon, Melanie; Blood, Leslie; Ault, Marilyn; Adams, Doug – Education Libraries, 2008
4Kids.org is an online resource with an accompanying syndicated print publication created to promote safe access to websites and technology literacy. 4Kids.org, created by ALTEC at the University of Kansas in 1995, provides a variety of Internet-based activities as well as access to a database of websites reviewed for educational content,…
Descriptors: Internet, Youth, Children, Technological Literacy
Moser, Kate – Chronicle of Higher Education, 2008
The long-simmering debate over the commercialization of college sports reached a boiling point recently when CBS, the NCAA's key corporate partner, announced that it was creating a fantasy football league that uses college athletes' names. Not everyone however, is quite so enthusiastic. Some observers see it as part of a continuing assault on the…
Descriptors: Team Sports, College Athletics, Fantasy, Athletes
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Sung, Yao-Ting; Chang, Kuo-En; Lee, Meng-Da – Computers & Education, 2008
This study aimed to design and evaluate multimedia games which were based on the theories of children's development of taxonomic concepts. Factors that might affect children's classification skills, such as use of single physical characteristics of objects, competition between thematic and taxonomic relationships, difficulty in forming…
Descriptors: Physical Characteristics, Games, Concept Formation, Classification
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Gummerum, Michaela; Hanoch, Yaniv; Keller, Monika – Human Development, 2008
Game theory has been one of the most prominent theories in the social sciences, influencing diverse academic disciplines such as anthropology, biology, economics, and political science. In recent years, economists have employed game theory to investigate behaviors relating to fairness, reciprocity, and trust. Surprisingly, this research has not…
Descriptors: Game Theory, Child Development, Interdisciplinary Approach, Developmental Psychology
Ravenscroft, Andrew; McAlister, Simon – International Journal of Research & Method in Education, 2008
This article reviews and synthesizes over a decade of research that has used discourse analysis, dialogue modelling and empirical techniques to investigate educational argumentation and to design digital tools that support its practice. This approach--incorporating theoretical, empirical and design-based methods according to what tends to now be…
Descriptors: Persuasive Discourse, Discourse Analysis, Internet, Meta Analysis
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Russell, William D.; Newton, Mark – Educational Technology & Society, 2008
Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…
Descriptors: Exercise, Interactive Video, Video Games, Young Adults
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Cassimatis, Nicholas L.; Bello, Paul; Langley, Pat – Cognitive Science, 2008
Computational models will play an important role in our understanding of human higher-order cognition. How can a model's contribution to this goal be evaluated? This article argues that three important aspects of a model of higher-order cognition to evaluate are (a) its ability to reason, solve problems, converse, and learn as well as people do;…
Descriptors: Artificial Intelligence, Cognitive Psychology, Thinking Skills, Computation
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Shaw, Keith – British Journal of Educational Technology, 2008
This paper compares and contrasts the use of AI principles in industrial training with more normal computer-based training (CBT) approaches. A number of applications of CBT are illustrated (for example simulations, tutorial presentations, fault diagnosis, management games, industrial relations exercises) and compared with an alternative approach…
Descriptors: Industrial Training, Artificial Intelligence, Computer Assisted Instruction, Computer Simulation
Armstrong, R. H. R., Ed.; Taylor, John L.
The two major purposes of this book are to be an introduction to the development of instructional simulation systems in higher education and to provide a useful compendium of experimental simulation experience for those wishing to consider and utilize these and related techniques at the university level. Each paper attempts either to present a…
Descriptors: Decision Making, Educational Games, Game Theory, Games
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Bailey, Charles W. – International Journal of Instructional Media, 1976
Descriptors: Bibliographies, Educational Games, Games, Research
McKenzie, Leon – Adult Leadership, 1974
Simulation games, defined and described in the article, could be used to improve the quality of adult learning. (AG)
Descriptors: Adult Education, Educational Games, Games, Simulation
Sims, Henry P., Jr.; Hand, Herbert H. – Viewpoints, 1973
This article describes an approach developed at the Indiana University School of Business which utilizes simulation gaming to make the students aware of the difficulties of both problem solving and problem solution implementation, a task at which universities have been remiss. (JA)
Descriptors: Educational Games, Games, Simulation, Teaching Methods
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