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Hamm, Mary; Adams, Dennis – Eye on Education, 2008
This book offers practical recommendations to reach every student in a K-8 classroom. Research-based and written in a teacher-friendly style, it will help teachers with classroom organization and lesson planning in math and science. Included are math and science games, activities, ideas, and lesson plans based on the math and science standards.…
Descriptors: Classroom Techniques, Lesson Plans, Games, Class Activities
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Murriello, Sandra E.; Knobel, Marcelo – Journal of Museum Education, 2008
This article offers findings from a learning sciences-informed evaluation of a nanoscience and nanotechnology exhibition called Nano-Aventura (NanoAdventure), based on four interactive-collaborative games and two narrated videos. This traveling exhibition was developed in Brazil by the Museu Exploratorio de Ciencias for children and teenagers…
Descriptors: Computer Assisted Instruction, Teaching Methods, Foreign Countries, Exhibits
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Roberts, Donald F.; Foehr, Ulla G. – Future of Children, 2008
American youth are awash in media. They have television sets in their bedrooms, personal computers in their family rooms, and digital music players and cell phones in their backpacks. They spend more time with media than any single activity other than sleeping, with the average American eight- to eighteen-year-old reporting more than six hours of…
Descriptors: Ethnicity, Socioeconomic Status, Music, Video Games
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Shenton, Andrew K. – Journal of Librarianship and Information Science, 2008
Little research has investigated young people's use of school computers outside lessons, a deficiency that prompted the writing of this paper. The ICT-related behaviour of pupils within the Resource Centre of an English high school is scrutinized, with data collected through observation and online questionnaire. The computers, which were…
Descriptors: High Schools, Age, Games, Leisure Time
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Simpson, Elizabeth; Clem, Frances A. – Middle School Journal (J1), 2008
During the fall 2005 semester, an eighth grade teacher in a Laramie, Wyoming, middle school made an urgent plea for more progressive tools for a beginning computers course. Janet Johnson, a veteran teacher returning to the classroom after a hiatus of 10 years, was frustrated with the apparent lack of motivation and engagement by the students. She…
Descriptors: Video Games, Pilot Projects, School Districts, Grade 8
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Smith, Thomas B. – English Journal, 2008
Integrating vocabulary games and activities more often into the structure of the day, Thomas B. Smith establishes a word-rich environment for high school students to experiment with unfamiliar words in varying, playful contexts. Smith asserts that giving frequent opportunities for hearing, speaking, and writing in the typical context of the day is…
Descriptors: Vocabulary, Vocabulary Development, High School Students, Educational Games
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Imholz, Susan – Thinking Skills and Creativity, 2008
Clinical research in expressive therapies, psychodrama in particular, offer education researchers and software designers descriptive analyses and evidence-based impact studies on attitudinal shifts and enhanced problem solving abilities for patients and students who participate in psychodrama role-play. Gaming environments and virtual worlds that…
Descriptors: Informal Education, Computer Assisted Instruction, Change Agents, Patients
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Eldar, Eitan – Physical Education and Sport Pedagogy, 2008
Background: Physical activity holds great promise as a natural and enjoyable setting for learning and for behavioral change. Despite claims that engagement in physical activity can promote socially desired behaviors, there remains a lack of a clear conceptual base that can guide interventions as well as research endeavors in this field. This…
Descriptors: Physical Activities, Guidelines, Behavior Change, Teaching Methods
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Lin, Chien-Huang; Yu, Shu-Fen – Adolescence (San Diego): an international quarterly devoted to the physiological, psychological, psychiatric, sociological, and educational aspects of the second decade of human life, 2008
The purpose of this study was to explore gender differences in adolescent Internet accessibility, motives for use, and online activities in Taiwan; 629 5th and 6th graders were surveyed. Findings revealed that the gap in gender differences with regard to Internet use has decreased in this generation. Even though the Internet is the most recent…
Descriptors: Games, Computers, Adolescents, Foreign Countries
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Fagan, Nancy M. – Teaching Children Mathematics, 2008
In this article, the author shares how she successfully engaged families with mathematics. She also suggests ways to incorporate mathematics activities into established family-school events to connect parents, students, and mathematics. (Contains 3 figures.)
Descriptors: Mathematics Activities, Parent School Relationship, Mathematics Instruction, Parent Participation
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Bonanno, Philip; Kommers, P. A. M. – British Journal of Educational Technology, 2008
Digital games are evolving beyond the solitary context into a ubiquitous, social and collaborative experience. Addressing beliefs about technology and attitudes towards technology-mediated processes is fundamental to the successful implementation of any innovation. In collaborative gaming, attitude towards gaming influences learners' interactions…
Descriptors: Attitude Measures, Student Attitudes, Games, Computers
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MacPhail, Ann; Kirk, David; Griffin, Linda – Journal of Teaching in Physical Education, 2008
In this article, we were interested in how young people learn to play games within a tactical games model (TGM) approach (Griffin, Oslin, & Mitchell, 1997) in terms of the physical-perceptual and social-interactive dimensions of situativity. Kirk and MacPhail's (2002) development of the Bunker-Thorpe TGfU model was used to conceptualize the…
Descriptors: Units of Study, Physical Education, Play, Learning Processes
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Steinkuehler, Constance; Duncan, Sean – Journal of Science Education and Technology, 2008
In today's increasingly "flat" world of globalization (Friedman 2005), the need for a scientifically literate citizenry has grown more urgent. Yet, by some measures, we have done a poor job at fostering "scientific habits of mind" in schools. Recent research on informal games-based learning indicates that such technologies and the communities they…
Descriptors: Science Process Skills, Computer Uses in Education, Educational Games, Computer Mediated Communication
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Danielson, Christopher; Jenson, Eric – Mathematics Teacher, 2008
The Wednesday before Thanksgiving presents a challenge to teachers in many U.S. schools. Some students are absent because they are traveling to be with their extended families for the holiday. Other students, assuming that nothing important will happen at school when so many of their peers are absent, may also be absent. One school's solution to…
Descriptors: High School Students, Probability, Teaching Methods, Handheld Devices
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Mui, Selina; Anderson, Jim – Reading Teacher, 2008
In this article, we document the literacy practices of Genna Johar and her extended family. Genna, a grade 1 student, is a member of a Indo-Canadian joint family in which her parents, grandparents, aunts, uncles, and cousins, share a household. Family members including siblings and cousins play important roles in supporting Genna's literacy…
Descriptors: Family (Sociological Unit), Family Literacy, Foreign Countries, Family Characteristics
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