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Foster, Aroutis – Journal of Interactive Learning Research, 2008
Game-based learning and designing has become a hot topic in educational technology. It is believed that video gaming is one way to get students engaged in learning complex and ill-structured material, holistic learning, and preparing learners for 21st century jobs. However, beyond engagement, games may also be used for learning and developing…
Descriptors: Educational Games, Science Interests, Learning Motivation, Educational Technology
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Davis-Unger, Angela C.; Carlson, Stephanie M. – Mind, Brain, and Education, 2008
Teaching others effectively may rely on knowledge about the mind as well as self-control processes. The goal of this investigation was to explore the role of theory of mind (ToM) and executive function (EF) in children's developing teaching skills. Children 3.5-5.5 years of age (N = 82) were asked to teach a confederate learner how to play a board…
Descriptors: Games, Mental Age, Teaching Skills, Young Children
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Berson, Ilene R.; Berson, Michael J. – Social Education, 2008
Faster and more efficient coverage on television and the Internet is increasingly exposing children to traumatic images of natural devastation both at home and abroad. Natural disasters, such as the wildfires in California or the trauma caused by Hurricane Katrina in New Orleans, have become commonplace. Catastrophic events like these serve as…
Descriptors: Natural Disasters, Well Being, Internet, Web Sites
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Amon, Krestina L.; Campbell, Andrew – Australian Journal of Educational & Developmental Psychology, 2008
This study investigated "The Journey to Wild Divine" as a biofeedback management tool teaching breathing and relaxation skills to children with Attention-Deficit/Hyperactivity Disorder (AD/HD). The children played the game by manipulating their heart rate using breathing techniques taught in the game, measured through three finger sensors. Parents…
Descriptors: Experimental Groups, Control Groups, Metabolism, Video Games
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Lim, Cher Ping – British Journal of Educational Technology, 2008
The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engagement among students. It is not the intention of the papers to dismiss existing classroom practices or overlook accounts of innovative practices in schools; the papers' aim is to provide educators…
Descriptors: Computers, Games, Learner Engagement, Learning Motivation
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Padak, Nancy; Rasinski, Timothy – Reading Teacher, 2008
The games that children play are not just for fun-they often lead to important skill development. Likewise, word games are fun opportunities for parents and children to spend time together and for children to learn a lot about sounds and words. In this Family Involvement column, the authors describe 12 easy-to-implement word games that parents and…
Descriptors: Play, Games, Family Involvement, Skill Development
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Beaumont, Renae; Sofronoff, Kate – Journal of Child Psychology and Psychiatry, 2008
Background: The study aimed to investigate the effectiveness of a new multi-component social skills intervention for children with Asperger syndrome (AS): The Junior Detective Training Program. This 7-week program included a computer game, small group sessions, parent training sessions and teacher handouts. Method: Forty-nine children with AS were…
Descriptors: Nonverbal Communication, Intervention, Asperger Syndrome, Training
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Cardoso, Fernanda Serpa; Dumpel, Renata; Gomes da Silva, Luisa B.; Rodrigues, Carlos R.; Santos, Dilvani O.; Cabral, Lucio Mendes; Castro, Helena C. – Biochemistry and Molecular Biology Education, 2008
Molecular biology is a difficult comprehension subject due to its high complexity, thus requiring new teaching approaches. Herein, we developed an interdisciplinary board game involving the human immune system response against a bacterial infection for teaching molecular biology at high school. Initially, we created a database with several…
Descriptors: High Schools, Problem Based Learning, Molecular Biology, High School Students
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Gummerum, Michaela; Keller, Monika; Takezawa, Masanori; Mata, Jutta – Child Development, 2008
This study interconnects developmental psychology of fair and moral behavior with economic game theory. One hundred eighty-nine 9- to 17-year-old students shared a sum of money as individuals and groups with another anonymous group (dictator game). Individual allocations did not differ by age but did by gender and were predicted by participants'…
Descriptors: Game Theory, Economics, Developmental Psychology, Students
Tate, Marcia L. – Corwin, 2012
Best-selling author Marcia L. Tate brings her trademark "dendrite-growing" teaching strategies to this practitioner-friendly collection of brain-compatible methods for engaging K-12 students in social studies. Included are 20 proven strategies and more than 200 grade-leveled activities for applying them. Teachers will find concrete ways to…
Descriptors: Social Studies, Learner Engagement, Problem Based Learning, Active Learning
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Hsiao, Kuei-Fang; Chen, Nian-Shing; Huang, Shih-Yu – Interactive Learning Environments, 2012
Because of a shortage of physical exercise, concerns about adolescents have recently been raised in Taiwan. In educational environments where student exercise has been limited by scheduling constraints and the lack of physical exercise has become a vital problem, "learning while exercising" may be part of a possible solution. This study…
Descriptors: Foreign Countries, Exercise, Science Achievement, Computer Assisted Instruction
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Gareau, Stephen; Guo, Ruth – International Journal for the Scholarship of Teaching and Learning, 2009
This study examined the role of games in graduate-level instructional technology courses, where the curriculum includes complex abstract theory and hands-on, practical skills. A qualitative approach was used in the study, relying on classroom observations of student behavior (recorded by digital photographs), informal student verbal comments,…
Descriptors: Educational Games, Graduate Students, Educational Technology, Qualitative Research
Siegler, Robert S.; Ramani, Geetha – Society for Research on Educational Effectiveness, 2009
The present study focused on two main goals. One was to test the "representational mapping hypothesis": The greater the transparency of the mapping between physical materials and desired internal representations, the greater the learning of the desired internal representation. The implication of the representational mapping hypothesis in the…
Descriptors: Feedback (Response), Disadvantaged Youth, Learning Strategies, Pretests Posttests
University of Pittsburgh Office of Child Development, 2009
Just as mathematical ability begins to form in early childhood, so, too, does the knowledge gap separating low-income children from their more affluent peers, who generally enter school with much greater math knowledge. This gap is troubling given that early deficits in mathematical knowledge can have profound implications for future learning. One…
Descriptors: Mathematics Skills, Knowledge Level, Low Income Groups, At Risk Students
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Senne, Terry; Rowe, David; Boswell, Boni; Decker, James; Douglas, Shaun – European Physical Education Review, 2009
The purpose of this descriptive component of a larger, exploratory case study was to examine associations among lesson contexts, teacher behaviors, and adolescent physical activity over a year of physical education (PE) at one school. Middle school students (n = 206) and their PE teachers (n = 4) were observed twice-weekly across one academic…
Descriptors: Physical Education, Play, Physical Activities, Physical Activity Level
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