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Lankford, Bruce; Watson, Drennan – Simulation & Gaming, 2007
The RIVER BASIN GAME is a dialogue tool for decision makers and water users tested in Tanzania and Nigeria. It comprises a physical representation of a river catchment. A central channel flows between an upper watershed and a downstream wetland and has on it several intakes into irrigation systems. Glass marbles, representing water, roll down the…
Descriptors: Foreign Countries, Natural Resources, Figurative Language, Earth Science
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Streich, Philip; Levy, Jack S. – Journal of Conflict Resolution, 2007
Although many decisions involve a stream of payoffs over time, political scientists have given little attention to how actors make the required tradeoffs between present and future payoffs, other than applying the standard exponential discounting model from economics. After summarizing the basic discounting model, we identify some of its leading…
Descriptors: Political Science, Scientists, Models, Economics
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Wolf, James R.; Myerscough, Mark A. – Journal of Economic Education, 2007
The authors describe a classroom game used to teach students about the impact of reputations in markets with asymmetric information. The game is an extension of Holt and Sherman's lemons market game and simulates a market under three information conditions. In the full information setting, all participants know both the quality and the price of…
Descriptors: Educational Games, Feedback (Response), Economics Education, Free Enterprise System
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Bilalic, Merim; McLeod, Peter; Gobet, Fernand – Intelligence, 2007
Although it is widely acknowledged that chess is the best example of an intellectual activity among games, evidence showing the association between any kind of intellectual ability and chess skill has been remarkably sparse. One of the reasons is that most of the studies investigated only one factor (e.g., intelligence), neglecting other factors…
Descriptors: Intelligence, Correlation, Games, Cognitive Ability
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Blackmore, Tim – Bulletin of Science, Technology & Society, 2007
In the late 20th and early 21st centuries, increased computing power has made possible extraordinary leaps in film special effects. This article argues that special effects developed since the beginning of digital animation, when coupled with standard editing room techniques (jump cuts, cutaways), have brought us to an era where the eye cannot…
Descriptors: Human Body, Films, Multimedia Materials, Visual Stimuli
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Lambert, E. Beverley – Early Years: An International Journal of Research and Development, 2007
This study investigated the use of diagrammatic representation as an aid for recalling a past event for 30 4-5-year-olds in their preschool year prior to commencing primary school. The children were randomly placed into one of two groups: "talkers" (verbal memory) or "drawers" (diagrammatic memory). They were interviewed individually, both one day…
Descriptors: Recall (Psychology), Preschool Children, Memory, Interviews
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Williams, Pia – Early Child Development and Care, 2007
This study describes children's awareness of what it means to teach a game to a peer where the act of teaching becomes expression of the child's possible awareness. Awareness is defined as the attention to different aspects of the teaching process shown by the teaching child, sometimes through their own verbal reflection. This implies an…
Descriptors: Teaching Methods, Peer Teaching, Games, Elementary School Students
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Vie, Stephanie – E-Learning, 2008
This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this genre. As games are both entertaining and educational, their use in the technical communication classroom provides a new perspective on multimodal…
Descriptors: Technical Writing, Video Games, Communication Skills, College Students
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Neuenschwander, Bryn – E-Learning, 2008
The open-ended, informal, and socially negotiated nature of role-playing games creates a distinct learning challenge for newcomers to the hobby. The explicit rules of the game provide only an incomplete framework for structuring the actions of players, and the expectations and mores of a given group will add other, unspoken rules that discourage…
Descriptors: Cues, Games, Role Playing, Acculturation
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Calvert, Sandra L. – Future of Children, 2008
Marketing and advertising support the U.S. economy by promoting the sale of goods and services to consumers, both adults and children. Sandra Calvert addresses product marketing to children and shows that although marketers have targeted children for decades, two recent trends have increased their interest in child consumers. First, both the…
Descriptors: Advertising, Video Games, Audiences, Marketing
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Woodward-Young, Patricia A. – Democracy & Education, 2008
Teaching and living for social justice cannot happen without the disposition of empathy and a sense of otherness. Many in the field of multicultural education emphasize that a teacher's attitude, orientation, and awareness are at the core of being a culturally competent teacher. Gloria Ladson-Billings asserts that culturally competent teachers…
Descriptors: Social Justice, Preservice Teachers, Multicultural Education, Empathy
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Sevcik, Richard S.; McGinty, Ragan L.; Schultz, Linda D.; Alexander, Susan V. – Journal of Chemical Education, 2008
Periodic Table Target, a game for middle school or high school students, familiarizes students with the form of the periodic table and the biological significance of different elements. The Periodic Table Target game board is constructed as a class project, and the game is played to reinforce the content. Students are assigned several elements…
Descriptors: Class Activities, Chemistry, Middle School Students, High School Students
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Graham, Linda J. – International Journal of Inclusive Education, 2008
Discussion of attention deficit hyperactivity disorder (ADHD) in the media, and thus much popular discourse, typically revolves around the possible causes of disruptive behaviour and the "behaviourally disordered" child. The usual suspects--too much television and video games, food additives, bad parenting, a lack of discipline, and…
Descriptors: Video Games, Attention Deficit Hyperactivity Disorder, Foreign Countries, Behavior Problems
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Antonacci, David M.; Modaress, Nellie – AACE Journal, 2008
Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these…
Descriptors: Educational Games, Technological Advancement, Computer Simulation, Computer Uses in Education
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Kutner, Lawrence A.; Olson, Cheryl K.; Warner, Dorothy E.; Hertzog, Sarah M. – Journal of Adolescent Research, 2008
Public policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents'…
Descriptors: Video Games, Public Policy, Parent Attitudes, Violence
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