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Van Eck, Richard – EDUCAUSE Review, 2006
With the widespread public interest in games as learning tools, digital game-based learning (DGBL) proponents now need to explain why games are engaging and effective and how those principles can be leveraged to best integrate games into the learning process. In this article, Richard Van Eck outlines why DGBL is effective and engaging, how those…
Descriptors: Video Games, Instructional Materials, Integrated Curriculum, Instructional Innovation
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Sherman, Brian – Australian Senior Mathematics Journal, 2006
The activity "First One Home" in the Shell Centre's "Problems with Patterns and Numbers" Blue Box gives rise to a number of interesting patterns for those looking beyond the basic solution given in the book. The game is for two players, each taking turn and turn about to move a single counter on the grid down and/or to the left…
Descriptors: Educational Games, Mathematics Activities, Mathematics Instruction, Mathematics Education
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Duckworth, Frank – Teaching Statistics: An International Journal for Teachers, 2006
This article concludes the serialization of the Royal Statistical Society's Schools Lecture for 2004, on "Lies and statistics".
Descriptors: Statistics, Deception, Probability, Number Concepts
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deHaan, Jonathan William – Foreign Language Annals, 2005
Video games have become increasingly more popular and more technologically advanced. This one-month study used interview, observation, self-report, and reading and listening test data to demonstrate and investigate how one intermediate Japanese-as-a-foreign-language (JFL) student improved his listening comprehension and kanji character recognition…
Descriptors: Video Games, Second Language Learning, Listening Comprehension, Student Improvement
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Kurvink, Karen; Bowser, Jessica – American Biology Teacher, 2004
A creative learning game that helps students reinforce basic genetic information and facilitate the identification and understanding of the more subtle issues is presented. The basic framework of the game was conceived by a business major taking non-biology major course 'heredity and society-intertwining legacy.
Descriptors: Heredity, Genetics, Educational Games, Nonmajors
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Gee, James Paul – E-Learning, 2005
This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound…
Descriptors: Video Games, Information Technology, Evaluation, Simulation
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Uhlmann, Eric; Swanson, Jane – Journal of Adolescence, 2004
The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games…
Descriptors: Association Measures, Video Games, Violence, Aggression
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Bacigalupa, Chiara – Early Childhood Education Journal, 2005
In this interpretive study of children's social interactions in a family child care setting, children were seen to spend a significant portion of their time playing, watching others play, and distracted by video games. When children were focused on video games, their interactions with one another were disjointed, rushed, and ineffective. Because…
Descriptors: Video Games, Child Care, Kindergarten, Young Children
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Johnson, Roger W. – Teaching Statistics: An International Journal for Teachers, 2006
For the casino game Keno we determine optimal playing strategies. To decide such optimal strategies, both exact (hypergeometric) and approximate probability calculations are used. The approximate calculations are obtained via the Central Limit Theorem and simulation, and an important lesson about the application of the Central Limit Theorem is…
Descriptors: Games, Geometric Concepts, Probability, Simulation
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Kern, John C. – Journal of Statistics Education, 2006
Bayesian inference on multinomial probabilities is conducted based on data collected from the game Pass the Pigs[R]. Prior information on these probabilities is readily available from the instruction manual, and is easily incorporated in a Dirichlet prior. Posterior analysis of the scoring probabilities quantifies the discrepancy between empirical…
Descriptors: Bayesian Statistics, Probability, Inferences, Statistics
Schmidt, Janet – Teaching Tolerance, 2003
Children have a right to play. The idea is so simple it seems self-evident. But a stroll through any toy superstore, or any half-hour of so-called "children's" programming on commercial TV, makes it clear that violence, not play, dominates what's being sold. In this article, the author discusses how teachers and parents share the responsibility in…
Descriptors: Play, Video Games, Television, Children
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Kapur, Arjun; Carter, Horlin; Dillon, Dave – Tech Directions, 2006
This article describes a lab activity conducted in an introductory manufacturing class. In this good, simple, mass-production project, the students designed and produced a small game composed of a piece of plywood and 14 glass marbles. In appearance, the game is something like Chinese checkers, but it involves jumping over marbles, then removing…
Descriptors: Games, Technology Education, Manufacturing, Laboratory Experiments
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Chenfeld, Mimi Brodsky – Young Children, 2006
In this article, the author talks about the importance of play in the lives of children and describes how games and imaginative play contribute to the development of children. From her decades-old collection of countless incidents demonstrating children's love for self-directed, informal, imaginative play, the author shares three incidents that…
Descriptors: Play, Child Development, Imagination, Young Children
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Manning, Maryann; Kato, Tsuguhiko – Childhood Education, 2006
This article describes the study that the authors conducted with Constance Kamii concerning how phonemic awareness (PA) is assessed. The study concerns the validity of the Phonemic Segmentation Fluency (PSF) portion, one subtest of the DIBELS (Dynamic Indicators of Basic Early Literacy Skills) tests that purports to determine a student's ability…
Descriptors: Phonemes, Emergent Literacy, Phonics, Student Evaluation
Johnson, Barbara Z.; King, Elizabeth; Hayes, Elisabeth – Online Submission, 2008
In its second year, the Tech Savvy Girls Project adopted "Teen Second Life" as a platform for interest-driven learning and designed projects and objects around themes important to them and their futures as technology-using, creative people. By using the building tools in an open-ended virtual world, they were able to pursue interests common to…
Descriptors: Females, Computer Uses in Education, Computers, Information Technology
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