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Biddix, J. Patrick; Hardy, Thomas W. – Online Submission, 2008
Researchers have suggested that fraternity membership is the most reliable predictor of gambling and gambling problems on campus. The purpose of this study was to determine if problematic gambling could be linked to specific aspects of fraternity membership. Though the null hypothesis (no enabling environment) failed to be rejected, descriptive…
Descriptors: Fraternities, Games, Probability, Debt (Financial)
Baki, Roselan; Yee Leng, Eow; Wan Ali, Wan Zah; Mahmud, Rosnaini; Hamzah, Mohd. Sahandri Gani – Online Submission, 2008
This study provides a glimpse into understanding the potential benefits as well as harm of playing video games from the perspective of six Malaysian secondary school students, aged 16-17 years old. The rationale of the study is to enable parents, educators, administrators and policy makers to develop a sound understanding on the impact of playing…
Descriptors: Video Games, Emotional Development, Secondary School Students, Late Adolescents
Sarsar, Nasreddine Mohamed – Online Submission, 2008
Due to the technological advance that has swept our societies, students have become more and more engaged with new burgeoning technological tools such as computers, cell phones, iPods, digital cameras, and the like. As a result, the disparity between what students do inside school and what they do at home has grown wider. Buckingham (2007) refers…
Descriptors: Internet, Interpersonal Relationship, Interaction, English (Second Language)
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Bachar, Pnina – Education and the Law, 2008
The aim of this article is to examine the legal possibilities available to creators of children's games, enhancing art education. It focuses on the type of games that enrich the learning experience by means of works of visual, verbal or musical art. I do not deal with the technology of the digital age, but examine the educational art game as a…
Descriptors: Foreign Countries, School Law, Court Litigation, Art Education
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Edwards, Peter – Kappa Delta Pi Record, 2008
Assistive technology (AT)--the use of technology to assist individuals with disabilities--encompasses a wide range of applications including problems with reading, writing, and language arts; speech-language disorders; students with mild disabilities; and older students. An exciting and motivational use of AT to assist readers that has not been…
Descriptors: Educational Technology, Creative Thinking, Assistive Technology, Thinking Skills
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Kato, Taichi; Arakawa, Chuichi – Simulation & Gaming, 2008
BIT BY BIT is an encryption game that is designed to improve students' understanding of natural language processing in computers. Participants encode clear words into binary code using an encryption key and exchange them in the game. BIT BY BIT enables participants who do not understand the concept of binary numbers to perform the process of…
Descriptors: Computer Science, Educational Technology, Language Processing, Natural Language Processing
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Pagnano-Richardson, Karen; Henninger, Mary L. – Journal of Physical Education, Recreation & Dance (JOPERD), 2008
All teachers want their students to become better game players who are motivated to participate in and outside of class. Students need to learn how to make good tactical decisions, in addition to being skilled movers, in order to become competent game players. When students make better tactical decisions, they experience more success and therefore…
Descriptors: Physical Education, Play, Games, Competence
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Mulrine, Christopher F.; Prater, Mary Anne; Jenkins, Amelia – TEACHING Exceptional Children, 2008
Teachers face many challenges in their daily effort to meet the needs of and ensure success for a diverse group of students, including students who are inattentive and have trouble staying focused and on task. All students, especially those with attention deficit hyperactivity disorder (ADHD), need exercise; it assists them with concentration and…
Descriptors: Student Behavior, Attention Deficit Hyperactivity Disorder, Classroom Environment, Student Needs
Adams, Thomasenia Lott – Multicultural Education, 2008
One semester while attempting to help pre-service teachers learn how to make mathematics relevant to the lives of young children, it occurred to the author that many preservice teachers in teacher education programs were uncomfortable outside of their own personal cultural experiences. Having recently read some work of Claudia Zavslavsky (1996),…
Descriptors: Multicultural Education, Lesson Plans, Mathematics Instruction, Mathematics Curriculum
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Westera, W.; Nadolski, R. J.; Hummel, H. G. K.; Wopereis, I. G. J. H. – Journal of Computer Assisted Learning, 2008
Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels. The approach…
Descriptors: Feedback (Response), Higher Education, Computer System Design, Educational Technology
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Islam-Zwart, Kayleen; Cawston, Alvina – American Indian and Alaska Native Mental Health Research: The Journal of the National Center, 2008
This study investigated the relationship between family history, sedentary behaviors, and childhood risk for type 2 diabetes. Participants were 480 students attending schools on or near an American Indian reservation. Data were collected through survey and BMI measurement. Children who frequently watched television or played video games did not…
Descriptors: Risk, Video Games, American Indians, Diabetes
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Gardner, Sheena – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2008
This article aims first to show how a teacher, working within a nationally proscriptive, standards-driven, mainstream context turns a form-focused phonics practice activity into a word game that engages the imagination, intellect, and identity of 5-6-year-old English language learners. Based on the assumption that teacher-student interactions are…
Descriptors: Bilingual Students, Phonics, Second Language Learning, English (Second Language)
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Klopfer, Eric; Squire, Kurt – Educational Technology Research and Development, 2008
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment…
Descriptors: Elementary Secondary Education, Computer Uses in Education, Computer Software, Educational Technology
White, Dorothy J., Ed. – 1996
A manual for the 1996 Louisiana Summer Reading Program is presented in five sections with an Olympic and sports-related theme and illustrations. An evaluation form, a 1996 monthly calendar, and clip art images are provided. The first section covers promotion and publicity, and contains facts about the Olympics, promotion ideas, and sample news…
Descriptors: Athletics, Childrens Art, Childrens Games, Educational Games
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Barwell, Graham; Moore, Chris; Walker, Ruth – Australasian Journal of Educational Technology, 2011
The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation…
Descriptors: Social Systems, Pilot Projects, Computer Assisted Instruction, Student Evaluation
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