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Bots, Pieter W. G.; Hofstede, Gert Jan – Simulation & Gaming, 2004
The TAKEOVER TRIO is a business game about a takeover. Three stakeholders (mother company, ailing daughter company, and potential buying company) must agree on a plan to prevent compulsory liquidation of the daughter. The primary learning objective is to make participants aware of the effect of negotiation process parameters on its outcome.…
Descriptors: Behavioral Objectives, Business Administration, Negotiation Agreements, Games
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Teodoro, Vitor Duarte – Physics Education, 2004
This article is a short introduction on how to use Modellus (a computer package that is freely available on the Internet and used in the IOP "Advancing Physics" course) to build physics games using Newton's laws, expressed as differential equations. Solving systems of differential equations is beyond most secondary-school or first-year college…
Descriptors: Equations (Mathematics), Educational Games, Physics, Motion
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Charlton, Beryl; Williams, Randy Lee; McLaughlin, T. F. – International Journal of Special Education, 2005
This study evaluated the effects of educational games on the performance of eight elementary school students with learning disabilities. The effects of educational games were evaluated in a multiple baseline design across students. The results indicated that each student improved their performance on reading when educational games were in effect.…
Descriptors: Elementary School Students, Educational Games, Learning Disabilities, Reading Skills
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Scholtz, Christopher P. – British Journal of Religious Education, 2005
Computer games as an important part of youth culture can, from a certain perspective, be highly relevant for religious education. I will review the role of computer games, and then give a brief overview, suggesting a specific phenomenological approach for research on computer games and religious education. After presenting one example of such…
Descriptors: Phenomenology, Religious Education, Research, Games
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Carlton, Matthew A.; Mortlock, Mary V. – Mathematics Teacher, 2005
An activity using a game-related setting is presented for students to investigate probability and statistics.
Descriptors: Probability, Statistics, Teaching Methods, Educational Games
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Kawashima, Kentaro – Psychological Record, 2006
Interest and inflation rates may be major determinants of delay discounting, but these variables have not been controlled in past experiments because they depend on macroeconomic conditions. This study uses a computer game-like task to investigate the effects of inflation rates on people's subjective valuation of delayed rewards. During the task,…
Descriptors: Computers, Games, Task Analysis, Rewards
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Borkovitz, Debra K. – Mathematics Teacher, 2005
The Name Game activity that raises challenging mathematical questions is used to explore random permutations. A permutation of a set is an arrangement of the elements in some order.
Descriptors: Mathematics Instruction, Teaching Methods, Class Activities, Educational Games
Leone, Peter; Wilson, Michael; Mulcahy, Candace – National Evaluation and Technical Assistance Center for the Education of Children and Youth Who Are Neglected, Delinquent, or At-Risk, 2010
This guide is designed to support the development of mathematics proficiency for youth in short-term juvenile correctional facilities. Mathematics proficiency includes mastery and fluency in foundational numeracy; an understanding of complex, grade-appropriate concepts and procedures; and application of those competencies to solve relevant,…
Descriptors: Mathematics Instruction, Mathematics Skills, Youth, Juvenile Justice
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Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
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Suh, S.; Kim, S. W.; Kim, N. J. – Journal of Computer Assisted Learning, 2010
This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…
Descriptors: Foreign Countries, Games, Prior Learning, Learning Motivation
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Liu, Tsung-Yu; Chu, Yu-Ling – Computers & Education, 2010
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language…
Descriptors: Educational Strategies, Learning Activities, Learning Motivation, Educational Technology
Lowe, Debbie – National Middle School Association (NJ3), 2007
Today, teachers in all subject areas must also be literacy instructors. But how are they to continue teaching their own subjects while also helping students learn to read and write? In this article, the author suggests some strategies for incorporating literacy activities into normal subject-area instruction by teaching content-specific…
Descriptors: Literacy Education, Educational Games, Teaching Methods, Middle School Students
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Wilson, Janell D.; Casey, Linda H. – Reading Improvement, 2007
In an age where multi-media, such as video games and computer generated games, are consuming the lives of young adults, students are reading fewer novels and engaging less in recreational reading activities. Because of the ever-changing diverse student population teachers are searching for ways to be competitive motivators. Today, teachers need to…
Descriptors: Video Games, Recreational Reading, Middle School Students, High School Students
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Halpern, Diane F.; Wai, Jonathan – Journal of Experimental Psychology: Applied, 2007
Competitive Scrabble players spend a mean of 4.5 hr a week memorizing words from the official Scrabble dictionary. When asked if they learn word meanings when studying word lists, only 6.4% replied "always," with the rest split between "sometimes" and "rarely or never." Number of years of play correlated positively with expertise ratings,…
Descriptors: Memory, Cognitive Tests, Word Lists, Verbal Ability
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Dibley, Jeremiah; Parish, Jamie – Science Scope, 2007
Funded by the U.S. Department of Education, a research project was conducted to evaluate the effectiveness of video games as inquiry-based learning experiences for the science classroom. As a result, the video game, "Creature Control: The Quest for Homeostasis" was developed and field-tested in select middle schools in the United States.…
Descriptors: Middle Schools, Learning Processes, Constructivism (Learning), Video Games
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