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Cagiltay, Nergiz Ercil – British Journal of Educational Technology, 2007
Software-engineering education programs are intended to prepare students for a field that involves rapidly changing conditions and expectations. Thus, there is always a danger that the skills and the knowledge provided may soon become obsolete. This paper describes results and draws on experiences from the implementation of a computer…
Descriptors: Computer Software, Engineering Education, Computers, Games
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Wideman, Herbert H.; Owston, Ronald D.; Brown, Christine; Kushniruk, Andre; Ho, Francis; Pitts, Kevin C. – Simulation & Gaming, 2007
The article begins by reviewing the theoretical bases for the contention that advanced computer-based educational gaming can provide powerful learning experiences, and overviews the limited research on the use of such games. Although studies to date have generally supported their value, most of the published investigations have methodological…
Descriptors: Investigations, Educational Games, Data Collection, Educational Technology
Harvey, Stephen – Journal of Physical Education, Recreation & Dance (JOPERD), 2007
Tactical approaches to teaching are, arguably, still under-utilized in physical education settings, and this may be due to the lack of pertinent assessment materials. The purpose of this article is to present a generic invasion-game unit and to link it to a variety of assessment materials using three tactical components from the Game Performance…
Descriptors: Physical Education, Performance Based Assessment, Teaching Methods, Educational Games
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Winn, Brian; Heeter, Carrie – Innovate: Journal of Online Education, 2007
Educational game designs must balance the often conflicting values of game designers, instructional designers, and content experts. In order to reach this balance, however, colleagues should adopt development strategies that already inform the design of commercial computer games. Commercial game designers recognize that great games are not created…
Descriptors: Educational Games, Educational Testing, Educational Technology, Play
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Chow, Jia Yi; Davids, Keith; Button, Chris; Shuttleworth, Rick; Renshaw, Ian; Araujo, Duarte – Review of Educational Research, 2007
In physical education, the Teaching Games for Understanding (TGfU) pedagogical strategy has attracted significant attention from theoreticians and educators for allowing the development of game education through a tactic-to-skill approach involving the use of modified games. However, some have proposed that as an educational framework, it lacks…
Descriptors: Physical Education, Educational Principles, Systems Approach, Learning Processes
Perkins, Ross A.; Arreguin, Cathy – Learning & Leading with Technology, 2007
The communication and collaborative interface known as a multi-user virtual environment (MUVE), has existed since as early as the late 1970s. MUVEs refer to programs that have an animated character ("avatar") controlled by a user within a wider environment that can be explored--or built--at will. Second Life, a MUVE created by San Francisco-based…
Descriptors: Middle Schools, Distance Education, Immigrants, Migrants
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Neef, Nancy A.; Cihon, Traci; Kettering, Tracy; Guld, Amanda; Axe, Judah B.; Itoi, Madoka; DeBar, Ruth – Journal of Behavioral Education, 2007
We compared two formats for optional study sessions offered to students in a research methods course. Study sessions alternated between a game format (e.g., Behavioral Jeopardy) and a student-directed question and answer format, presented in counterbalanced order across different sections of the same course. The results of the alternating…
Descriptors: Comparative Analysis, Research Methodology, Methods Courses, Games
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Nilsson, Per – Educational Studies in Mathematics, 2007
The purpose of this study is to investigate the ways in which Swedish seventh grade students (12 and 13 years old) handle chance encounters. Four groups of students working in pairs participated in the study. In the group discussions, which were tape-recorded and fully transcribed, the students were encouraged to explore strategies for winning a…
Descriptors: Grade 7, Probability, Foreign Countries, Early Adolescents
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Salen, Katie – Journal of Educational Multimedia and Hypermedia, 2007
Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems. Membership in a community of…
Descriptors: Literacy, Play, Reading Skills, Educational Games
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Egenfeldt-Nielsen, Simon – Journal of Educational Multimedia and Hypermedia, 2007
This article outlines the characteristics and problems related to edutainment and of the associated research studies demonstrating that learning outcomes looks promising. The article suggests that we are moving towards a new generation of educational use of games that is more inclusive. This new generation relies on constructivist learning…
Descriptors: Constructivism (Learning), Computers, Educational Games, Computer Uses in Education
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Fisher, Peter; Blachowicz, Camille – Voices from the Middle, 2007
The authors address the need to teach students to become more word aware by focusing on metasemantic awareness, alongside morphological and syntactic awareness, as a basis for developing metacognition about words. They extend the concept of a definition map to other forms of vocabulary learning and provide several helpful graphic organizers.…
Descriptors: Syntax, Semantics, Metacognition, Metalinguistics
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Nikirk, Martin – Tech Directions, 2007
New video and computer game ideas reach the stage of production by a company when they are "pitched" by game developers to game publishers. Learning how to "pitch" technology products has great educational value for technology education students. In this article, the author shares his experience with helping his students master…
Descriptors: Video Games, Pilot Projects, Technology Education, Computers
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Ponce, Gregorio A. – Mathematics Teaching in the Middle School, 2007
The addition and subtraction of integers is the first major avenue, and roadblock, to student success in learning algebra. This article describes a hands-on activity using a regular deck of playing cards that facilitates class discussion and helps students overcome this initial roadblock. (Contains 14 figures.)
Descriptors: Discussion (Teaching Technique), Mathematics Instruction, Numbers, Number Concepts
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Green, Mary; McNeese, Mary Nell – International Journal on E-Learning, 2007
Students entering high school and college today grew up playing digital games. It is part of their culture and they are comfortable with the media. Like it or not, the games have changed the way current students learn. Unfortunately, teachers are often reluctant to change the way they teach or to incorporate games into their pedagogy. This article…
Descriptors: Teaching Methods, Online Courses, Computer Software, Computer Uses in Education
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Remley, Dirk – Community Literacy Journal, 2009
This essay presents a case study of the modes used in training employees at a munitions plant in Ohio between 1940 and 1945. Theories of multimodal discourse and learning advanced by The New London Group (1996), Gunther Kress and Theo Van Leeuwen (2001) and Richard Mayer (2001) inform this analysis. With an unskilled labor force and many workers…
Descriptors: United States History, War, Weapons, Manufacturing Industry
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