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King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males
Yeo, Gwen – 1983
Community-based educational programs for older adults are difficult to evaluate due to randomization and control factors. In order to investigate, under a quasi-experimental research design, the contribution of an educational program on retirement issues to participants' quality of life, and to study the program enrollment patterns, 21 people…
Descriptors: Adjustment (to Environment), Community Education, Gerontology, Life Satisfaction
Bishop, F. L. – Bureau of Education, Department of the Interior, 1919
Engineering schools in common with other educational institutions have been confronted with many unique problems since the outbreak of the European War in 1914. Previous to that time, an increasing number of men who entered colleges and universities elected subjects pertaining to commerce, business management, finances, etc. During the same…
Descriptors: Engineering Education, Engineering, Foreign Countries, Males
Mincy, Ronald B.; Wiener, Susan J. – 1990
This document describes the Mentors, Peer Groups, and Incentives (MPI) demonstration project, a model for helping early adolescent underclass males to improve academic performance and reduce the probability of premature fatherhood. A first section discusses the working definition of the underclass as a group where dysfunctional behaviors are…
Descriptors: Academic Achievement, Adolescents, Behavior Change, Early Parenthood