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Linser, Roni; Ree-Lindstad, Nina; Vold, Tone – Online Submission, 2007
This paper outlines and analyses some key design issues we encountered in the process of creating an online role-play simulation (RPS) for a course targeting personnel involved in crisis management. Titled "Black Blizzard" the RPS aims to enable an exploration of typical issues and problems that arise in cross and multi-cultural international…
Descriptors: Educational Objectives, Online Courses, Crisis Management, Role Playing
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McCoy, Leah P.; Buckner, Stefanie; Munley, Jessica – Mathematics Teaching in the Middle School, 2007
This article introduces and explains probability games from diverse cultures. Activities are described and teacher-ready materials are included.
Descriptors: Probability, Mathematics Activities, Educational Games, Mathematics Instruction
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Konijn, Elly A.; Bijvank, Marije Nije; Bushman, Brad J. – Developmental Psychology, 2007
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on…
Descriptors: Reaction Time, Males, Fantasy, Video Games
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Eastin, Matthew S. – Human Communication Research, 2007
Most research on violent video game play suggests a positive relationship with aggression-related outcomes. Expanding this research, the current study examines the impact group size, game motivation, in-game behavior, and verbal aggression have on postgame play hostility. Consistent with previous research, group size and verbal aggression both…
Descriptors: Play, Video Games, Aggression, Psychological Patterns
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Hole, Jennifer L.; Crozier, W. Ray – British Journal of Educational Psychology, 2007
Background: Little research has examined interactions between self-reported dispositional and experimentally manipulated situational group orientations in their effect on self-regulation. Aims: The aim of the study was to investigate the effect of dispositional and situational learning goal orientation on children's self-efficacy and engagement…
Descriptors: Helplessness, Goal Orientation, Measures (Individuals), Self Efficacy
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Clark, Paul – Higher Education Management and Policy, 2007
This article focuses on the relationship between university research (in this case science research) and national economic productivity, particularly in the context of the emerging knowledge economy. It addresses the question of whether university research output should be treated as a public good or a private good, in economic terms, and analyses…
Descriptors: Game Theory, Economics, Educational Principles, Research Universities
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Jeong, Yoonkyung; Levine, Susan C.; Huttenlocher, Janellen – Journal of Cognition and Development, 2007
This study examines the development of children's ability to reason about proportions that involve either discrete entities or continuous amounts. Six-, 8- and 10-year olds were presented with a proportional reasoning task in the context of a game involving probability. Although all age groups failed when proportions involved discrete quantities,…
Descriptors: Age, Children, Probability, Cognitive Development
Kennard, Jackie – Mathematics Teaching Incorporating Micromath, 2007
One of the most interesting developments in teaching has been the growing importance of the outdoor environment. Whether it be playground, garden or field, the outdoors offers a range of challenging experiences, especially in the delivery of early mathematics. Oral feedback to parents, together with photographic displays, can show them that…
Descriptors: Outdoor Education, Elementary School Mathematics, Educational Games, Resource Materials
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Dickey, Michele D. – Educational Technology Research and Development, 2007
During the past two decades, the popularity of computer and video games has prompted games to become a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated, borrowed, and re-purposed for the design of educational materials. The purpose of this paper is to…
Descriptors: Instructional Design, Motivation, Educational Researchers, Computers
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Kartambis, Kathy – Australian Primary Mathematics Classroom, 2007
Research has established that children's development of addition and subtraction skills progresses through a hierarchy of strategies that begin with counting-by-one methods through to flexible mental strategies using a combination of knowledge of basic facts and understanding of place value. An important transition point is the shift from the…
Descriptors: Mental Computation, Number Concepts, Subtraction, Arithmetic
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Rockhill, Carol M.; Fan, Ming-Yu; Katon, Wayne J.; McCauley, Elizabeth; Crick, Nicki R.; Pleck, Joseph H. – Journal of Abnormal Child Psychology, 2007
This observational study supplements the strong and consistent link found between childhood depression and deficits in interpersonal functioning by examining the relationship between a high versus low score on the Children's Depression Inventory (CDI) and children's emotions when interacting with their best friends. High-CDI and low-CDI target…
Descriptors: Friendship, Depression (Psychology), Children, Symptoms (Individual Disorders)
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Gobet, Fernand; Campitelli, Guillermo – Developmental Psychology, 2007
The respective roles of the environment and innate talent have been a recurrent question for research into expertise. The authors investigated markers of talent, environment, and critical period for the acquisition of expert performance in chess. Argentinian chess players (N = 104), ranging from weak amateurs to grandmasters, completed a…
Descriptors: Handedness, Games, Drills (Practice), Group Activities
Cesarone, Bernard – 1998
This Digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The Digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders played at least one…
Descriptors: Adolescents, Aggression, Children, Computer Games
Shipley, Maryan – 1980
This activity guide is designed to help elementary school students understand the concept of the main idea in reading and writing. Four sections present class discussion activities, pencil and paper activities, learning center ideas, and games. Most of the activities involve reading or writing; however, the pencil and paper activities and learning…
Descriptors: Art Activities, Class Activities, Discussion (Teaching Technique), Educational Games
Alabama Univ., Birmingham. – 1976
Intended for use by Title I teachers, this handbook is designed to aid in the selection and use of commercially prepared reading games and game-like teaching materials that teach or reinforce (1) basic sight vocabulary, (2) spelling, (3) word meaning, (4) comprehension, (5) reading readiness, (6) perception, (7) study, (8) listening, (9) fluency,…
Descriptors: Compensatory Education, Educational Games, Elementary Secondary Education, Instructional Materials
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