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Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
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White, David; Le Cornu, Alison – Educational Research, 2010
Background: Many of the potential benefits of using virtual worlds for teaching and learning are difficult to define and often become overly focused on the functionality of the technology or on its ability to support informal or "social" forms of learning. Purpose: The aim of the paper is to highlight the experiential nature of virtual…
Descriptors: Experiential Learning, Learning Theories, Lifelong Learning, Pilot Projects
Wood, Gloria; Yost, Marianne – Simulation/Games for Learning, 1989
Describes DISCLOSURE, a personality assessment game that was developed as an alternative to traditional personality testing methods in career planning groups. Pilot trials of the game with 150 college students are described, and samples of student reactions to the experience are included. (16 references) (LRW)
Descriptors: Career Planning, Games, Higher Education, Personality Assessment
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Higgins, J. J.; Lawrie, A. M.; White, A. Goodith – System, 1999
Describes three pilot projects carried out with a special version of a computer-assisted language-learning activity, known as SEQUITUR, that seeks to develop awareness of cohesive devices and coherence features by displaying the start of a text and offering possible continuations. Usage logs of responses given by native and nonnative speakers of…
Descriptors: Cohesion (Written Composition), Computer Assisted Instruction, English (Second Language), Error Patterns