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Cheng, Meng-Tzu; Annetta, Len – Journal of Biological Education, 2012
This study attempted to examine students' learning outcomes and their learning experiences through playing a Serious Educational Game. A mixed-method research design was employed collecting both quantitative and qualitative data. A total of 98 middle-school students ranging from sixth to eighth grades participated through paper-and-pencil…
Descriptors: Educational Games, Student Attitudes, Video Technology, Metacognition
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Falloon, Garry – Australasian Journal of Educational Technology, 2010
This paper outlines a study investigating the impact of the use of learning objects on the development of two key competencies from the revised New Zealand Curriculum Framework (Ministry of Education, 2007). It specifically focuses on the key competencies of "thinking" and "relating to others", and explores how teachers in an…
Descriptors: Program Effectiveness, Foreign Countries, Educational Technology, Learning Experience
Faigenbaum, Avery; Mediate, Patrick – Journal of Physical Education, Recreation & Dance (JOPERD), 2006
This article provides an overview of medicine ball training. Specifically, it describes "Medicine Ball for All," a physical activity program designed to provide children and teenagers with a meaningful learning experience that is consistent with their developmental needs. The article focuses on developing a safe, successful, and inexpensive…
Descriptors: Control Groups, Physical Education, Muscular Strength, Stimulation