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Gillespie, Thom – TECHNOS, 1999
Explains a phronisterion as a thinking place named for an idea from Socrates and describes a conference based on that idea that discussed the development of computer games. Topics include the scientific-cultural divide; interactive storytelling; online reading; and the relationship of interactive fiction with computer games. (LRW)
Descriptors: Computer Games, Conferences, Science and Society, Story Telling
Hofer, Mark – Learning & Leading with Technology, 2004
Today's students watch the newest movie trailers on the Web, share music files, play video games with other players over the Internet, and swap digital pictures of the latest teen idols. Donald Tapscott points out in his book Growing Up Digital that as this rich multimedia experience becomes more a part of students' lives outside of school, they…
Descriptors: Internet, Video Games, Social Studies, Multimedia Materials
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Flewelling, Gary – Australian Mathematics Teacher, 2004
In this paper, the author compares the two games played most frequently in our classrooms, concluding that although both games may prepare the student for success in school only one of the games prepares the student for success in life.
Descriptors: Educational Games, Classroom Techniques, Comparative Analysis, Classroom Environment
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Eastin, Matthew S. – Human Communication Research, 2006
Adding depth and breadth to the general aggression model, this paper presents three experiments that test the relationships among user and opponent gender representation, opponent type, presence, and aggressive thoughts from violent video game play. Studies 1 and 2 suggest that females experience greater presence and more aggressive thoughts from…
Descriptors: Gender Differences, Video Games, Aggression, Females
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Leander, Kevin M.; Lovvorn, Jason F. – Cognition and Instruction, 2006
In this article, we offer an approach to conceiving of the relation between literacy practices and space-time. Literacy, embedded in other forms of activity, has a unique role in producing and organizing space-time relations, and such relations provide for different forms of cognition and learning. Closely examining how literacy practices produce…
Descriptors: Literacy, Networks, Youth, Scientific Concepts
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Holmboe, Christian – Computer Science Education, 2004
The paper uses Ludwig Wittgenstein's theories about the relationship between thought, language, and objects of the world to explore the assumption that OO-thinking resembles natural thinking. The paper imports from research in linguistic philosophy to computer science education research. I show how UML class diagrams (i.e., an artificial…
Descriptors: Computer Science Education, Philosophy, Linguistics, Programming Languages
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Johnson, Roger W. – Teaching Mathematics and Its Applications: An International Journal of the IMA, 2006
Instructors may use the gambling game of craps to illustrate the use of a number of fundamental probability identities. For the "pass-line" bet we focus on the chance of winning and the expected game length. To compute these, probabilities of unions of disjoint events, probabilities of intersections of independent events, conditional probabilities…
Descriptors: Probability, Games, Mathematics Instruction, Teaching Methods
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Lugo, William – Reclaiming Children and Youth: The Journal of Strength-based Interventions, 2006
An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…
Descriptors: Video Games, Violence, Youth, Recruitment
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Barkand, Jonathan; Kush, Joseph – Electronic Journal of e-Learning, 2009
Virtual Learning Environments (VLEs) are becoming increasingly popular in online education environments and have multiple pedagogical advantages over more traditional approaches to education. VLEs include 3D worlds where students can engage in simulated learning activities such as Second Life. According to Claudia L'Amoreaux at Linden Lab, "at…
Descriptors: Traditional Schools, Secondary Schools, Educational Games, Educational Environment
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Bian, Wei; Wang, Jianyu; McKinley, Betsy – Journal of Physical Education, Recreation & Dance (JOPERD), 2009
Holiday and festival celebrations are a unique form of cultural expression. Physical activities associated with cultural traditions offer the perfect opportunity for physical educators to integrate interdisciplinary teaching in their programs. This article focuses on the application of a multicultural perspective by introducing 12 station tasks…
Descriptors: Animals, Physical Education, Multicultural Education, Physical Activities
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Franklin, Teresa J. – Journal of Educational Technology, 2008
Higher education and in particular Colleges of Education are viewed as falling behind in the use of technology for teaching and learning (Lederman & Niess, 2000). With today's student population identified as digital natives and the evening news discussing the potential of virtual worlds as new learning environments, an examination of the…
Descriptors: Computer Simulation, Social Systems, Internet, Social Media
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Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
Walser, Nancy, Ed. – Harvard Education Press, 2011
This edited volume covers the range of critical trends in the use of computers and other devices for classroom teaching, online learning, professional development, school improvement, and student assessment. "Spotlight on Technology in Education" draws on expert sources including teacher-leaders, librarians, researchers, and trainers who…
Descriptors: Electronic Learning, Electronic Publishing, Video Games, Online Courses
Crowe, Suzy; Penney, Elaine – 1995
This book is the first volume in the "Kids and Computers" series, a series of books designed to help adults easily use high-quality, developmentally appropriate software with children. After reviewing the basics of selected software packages (how to start the program, stop the program, move around, and use special keys) several ideas and…
Descriptors: Class Activities, Computer Games, Computer Software, Computer Software Selection
Petersen, Evelyn – 1998
This book discusses ways that blocks can be used with young children to help them develop different intellectual, motor, and social skills. The book is divided into four sections organized by block type: (1) unit blocks; (2) hollow blocks; (3) table blocks; and (4) homemade blocks. Each section describes the block type, gives reasons for using the…
Descriptors: Childrens Games, Class Activities, Early Childhood Education, Games
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