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Allen, Layman E.; Ross, Joan – 1974
Two pilot studies investigated the effects of using Instructional Math Play (IMP) Kits, pamphlets with which individuals may play the mathematical game EQUATIONS against a computer program. Twenty-nine junior high students in a high-ability mathematics class completed varying numbers of the kits in five 48-minute sessions during a two-week period;…
Descriptors: Class Activities, Decision Making, Educational Games, Experiential Learning
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Gross, M. Scott – American Journal of Sexuality Education, 2005
This article provides a review of some of the currently available literature surrounding the academic study of video games. Many of these theoretical methods have been used to study film and television and are discussed here in order to frame the need for further examination of video games. Suggestions for the use of video games in the classroom…
Descriptors: Video Games, Sexuality, Sex Education, Educational Games
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Smith, Sandra Wilson – E-Learning, 2008
While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…
Descriptors: Play, Video Games, Thinking Skills, Freshman Composition
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Games, Ivan Alex – E-Learning, 2008
This article discusses a framework for the analysis and assessment of twenty-first-century language and literacy practices in game and design-based contexts. It presents the framework in the context of game design within "Gamestar Mechanic", an innovative game-based learning environment where children learn the Discourse of game design. It…
Descriptors: Educational Technology, Video Games, Design, Semantics
Hewitt, Dave – Mathematics Teaching Incorporating Micromath, 2008
In this article, the author describes a lesson he observed involving a function machine. This function machine was a box with a slot at the top of one side and a large cut-out hole at the bottom of the opposite side. A card with a number written on it (the input) was pushed into the slot and the teacher put their hand through the hole of the other…
Descriptors: Algebra, Mathematics Instruction, Manipulative Materials, Teaching Methods
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Wang, Hsiu-Yuan; Wang, Yi-Shun – British Journal of Educational Technology, 2008
With the proliferation of online games, understanding users' intention to play online games has become a new issue for academics and practitioners. Prior studies have investigated the factors affecting behavioural intention to play online games. However, little research has been conducted to investigate the gender differences in the acceptance of…
Descriptors: Structural Equation Models, Self Efficacy, Computer Attitudes, Intention
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Davis-Unger, Angela C.; Carlson, S. M. – Journal of Cognition and Development, 2008
The aims of this research were to examine the development of teaching skills in preschool children and to explore the relation between teaching and theory of mind (ToM). After learning a new board game, 3.5-, 4.5-, and 5.5-year-old children (N = 46) were asked to teach a confederate who "doesn't know how to play the game." They also received two…
Descriptors: Preschool Children, Teaching Skills, Correlation, Games
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Dickerman, Charles; Christensen, Jeff; Kerl-McClain, Stella Beatriz – Journal of Creativity in Mental Health, 2008
Video games have become a powerful force in the culture. Depictions of women in video games are scarce and highly stereotypical. Women are usually minor characters, are seen as victims rather than heroines, and are depicted in highly sexualized ways. Whereas early games had only a few representations of people of color, people of color were often…
Descriptors: Race, Stereotypes, Video Games, Females
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Charsky, Dennis; Mims, Clif – TechTrends: Linking Research and Practice to Improve Learning, 2008
Games have a long history of being used for instructional purposes. Games can be defined as playful activities, with or without a computer, that have some essential characteristics. Game characteristics can include competition and goals, game rules, challenging activities, choices, and fantasy elements. Games that take advantage of these…
Descriptors: Educational Strategies, Video Games, Fantasy, Educational Technology
Berge, Zane L., Ed. – Educational Technology, 2008
"Second Life" is a popular example of an immersive, three-dimensional, virtual world. Inhabitants of "Second Life" often describe their experiences in-world as having great social presence. Certainly there is a good deal of potential for education and training to occur in multi-user virtual environments (MUVEs), if designed properly, especially…
Descriptors: Delivery Systems, Role Playing, Distance Education, Computer Simulation
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Sardone, Nancy B.; Devlin-Scherer, Roberta – Journal of Research on Technology in Education, 2010
Researchers conducted a mixed-methods study with 21 undergraduate university students majoring in education to determine their ability to recognize the motivational factors and 21st-century learning skills associated with digital games. Results suggest that students in the study were able to detect the learning skills embedded in games. The…
Descriptors: Student Motivation, Middle School Students, High School Students, Skill Development
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Badurdeen, Fazleena; Marksberry, Philip; Hall, Arlie; Gregory, Bob – Simulation & Gaming, 2010
Problem-based learning focuses on small groups using authentic problems as a means to help participants obtain knowledge and problem-solving skills. This approach makes problem-based learning ideal for teaching lean manufacturing, which is driven by a culture of problem solving that values learning as one key output of manufacturing production.…
Descriptors: Manufacturing Industry, Problem Based Learning, Problem Solving, Literature Reviews
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Mayer, Richard E.; Johnson, Cheryl I. – Journal of Educational Computing Research, 2010
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors connected in series or parallel, and had to indicate which one had a higher rate of moving current. On levels 1-9, all students received a correct tone and had…
Descriptors: Feedback (Response), Educational Games, Experiential Learning, Science Instruction
O'Mahony, Catherine, Ed.; Buchanan, Avril, Ed.; O'Rourke, Mary, Ed.; Higgs, Bettie, Ed. – National Academy for Integration of Research, Teaching and Learning, 2014
The 6th Annual Conference of the National Academy for the Integration of Research, Teaching and Learning (NAIRTL) and the 4th Biennial Threshold Concepts Conference was held at Trinity College Dublin, Ireland, on June 27-29, 2012. The NAIRTL is a collaborative initiative between University College Cork, Cork Institute of Technology, National…
Descriptors: Fundamental Concepts, Higher Education, College Instruction, Learner Engagement
Webber, Jenny Ann – ProQuest LLC, 2011
Attention Deficit/Hyperactivity Disorder (ADHD) and its effects on student academic achievement have been researched for many years. There have been many interventions that have been used in treating ADHD that have been found successful when implemented consistently. Some of the interventions that have been researched in the past are behavior…
Descriptors: Attention Deficit Hyperactivity Disorder, Feedback (Response), Behavior Modification, Short Term Memory
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