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Johnson, Shelley Henson; Shelton, Brett; Wiley, David – Innovate: Journal of Online Education, 2008
Recognizing the pedagogical value of gaming, academics along with game designers and educational content developers have begun producing resources to improve educational game design and make instructional games more accessible to teachers wanting to incorporate them into their classes. However, the rapid growth of such resources has made it…
Descriptors: Educational Games, Educational Resources, Instructional Materials, Educational Technology
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Olson, Cheryl K.; Kutner, Lawrence A.; Warner, Dorothy E. – Journal of Adolescent Research, 2008
Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12…
Descriptors: Adolescent Development, Video Games, Focus Groups, Males
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Pritchard, Tony; Hawkins, Andrew; Wiegand, Robert; Metzler, Jonathan N. – Measurement in Physical Education and Exercise Science, 2008
Two instructional approaches that have been of interest in promoting sport have been the Sport Education Model (SEM) and the Traditional Style (TS) of teaching physical education. The purpose of this study was to investigate how SEM and TS would affect skill development, knowledge, and game performance for volleyball at the secondary level. A 2 x…
Descriptors: Physical Education, Team Sports, Games, Skill Development
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Richards, Debbie; Fassbender, Eric; Bilgin, Ayse; Thompson, William Forde – ALT-J: Research in Learning Technology, 2008
Empirical evidence is needed to corroborate the intuitions of gamers and game developers in understanding the benefits of Immersive Virtual Worlds (IVWs) as a learning environment and the role that music plays within these environments. We report an investigation to determine if background music of the genre typically found in computer-based…
Descriptors: Undergraduate Students, Music, Investigations, Foreign Countries
Whitton, Nicola; Hollins, Paul – ALT-J: Research in Learning Technology, 2008
There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…
Descriptors: Higher Education, Educational Benefits, Virtual Classrooms, Educational Games
Livingstone, Daniel; Kemp, Jeremy; Edgar, Edmund – ALT-J: Research in Learning Technology, 2008
While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multi-user 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the…
Descriptors: Educational Technology, Virtual Classrooms, Educational Environment, Educational Games
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 12th International Conference on Mobile Learning 2016, which was organized by the International Association for Development of the Information Society, in Vilamoura, Algarve, Portugal, April 9-11, 2016. The Mobile Learning 2016 Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Foreign Countries, Conferences (Gatherings), Conference Papers, Telecommunications
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Punyanunt-Carter, Narissra Maria; Carter, Stacy L. – Journal of the American Academy of Special Education Professionals, 2009
The paper discusses the importance of prosocial behavior from the media and its effects on children. The paper reviews several research studies on prosocial and media on children. The paper also offers implications and limitations dealings with prosocial behavior and media on children.
Descriptors: Children, Prosocial Behavior, Mass Media Effects, Literature Reviews
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Borgia, Laurel G.; Jackson, Janet – Journal of Language and Literacy Education, 2009
This study examines a collaborative project between a literacy professor and a classroom teacher. The professor used a Newbery Award winning novel to develop a unit for a fifth-grade classroom using curricular materials and methods that showcased research-based literacy practices. The fifth-grade teacher, in turn, used her knowledge of students'…
Descriptors: Literacy Education, Grade 5, Educational Research, Best Practices
Caballe, Santi, Ed.; Xhafa, Fatos, Ed.; Daradoumis, Thanasis, Ed.; Juan, Angel A., Ed. – Information Science Reference, 2009
Over the last decade, the needs of educational organizations have been changing in accordance with increasingly complex pedagogical models and with the technological evolution of e-learning environments with very dynamic teaching and learning requirements. This book explores state-of-the-art software architectures and platforms used to support…
Descriptors: Electronic Learning, School Activities, Field Studies, Educational Technology
Haystead, Mark W. – Marzano Research Laboratory, 2009
This report describes the findings of an analysis of a series of action research projects conducted by Vigo County School Corporation at Terre Haute North Vigo High School (hereinafter referred to as North Vigo). During the 2008-2009 school year, 19 teachers at North Vigo participated in independent action research studies regarding the extent to…
Descriptors: Educational Strategies, Action Research, Teaching Methods, Academic Achievement
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Ecalle, Jean; Magnan, Annie; Bouchafa, Houria; Gombert, Jean Emile – Dyslexia, 2009
This study aims to show that training using a computer game incorporating an audio-visual phoneme discrimination task with phonological units, presented simultaneously with orthographic units, might improve literacy skills. Two experiments were conducted, one in secondary schools with dyslexic children (Experiment 1) and the other in a…
Descriptors: Investigations, Dyslexia, Literacy, Test Construction
Johnson, L.; Adams Becker, S.; Cummins, M.; Freeman, A.; Ifenthaler, D.; Vardaxis, N. – New Media Consortium, 2013
The "Technology Outlook Australian Tertiary Education 2013-2018: An NMC Horizon Project Regional Analysis" reflects a collaborative research effort between the New Media Consortium (NMC) and Open Universities Australia to help inform Australian educational leaders about significant developments in technologies supporting teaching,…
Descriptors: Foreign Countries, Educational Policy, Higher Education, Consortia
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Katre, Dinesh S. – Journal of Educational Technology, 2007
Many e-learning applications and games have been studied to identify the common interaction models of constructivist learning, namely: 1. Move the object to appropriate location; 2. Place objects in appropriate order and location(s); 3. Click to identify; 4. Change the variable factors to observe the effects; and 5. System personification and…
Descriptors: Electronic Learning, Usability, Constructivism (Learning), Heuristics
Peppler, Kylie A.; Kafai, Yasmin B. – Online Submission, 2007
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design…
Descriptors: Video Games, Ethnography, Ethics, Literacy
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