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Morales-Belando, Maria Trinidad; Arias-Estero, Jose L. – Journal of Teaching in Physical Education, 2017
Purpose: To determine whether a TGfU intervention improved participants' decision-making, skill execution, game performance, game involvement, game knowledge, enjoyment, perceived competence, and intention to continue practicing sailing. Method: Participants were 19 sailors (age: M = 8.44, SD = 1.24 years old). This study followed a mixed-methods…
Descriptors: Intervention, Program Effectiveness, Decision Making, Skill Development
Effect of Teaching Races for Understanding in Youth Sailing on Performance, Knowledge, and Adherence
Morales-Belando, María Trinidad; Arias-Estero, José L. – Research Quarterly for Exercise and Sport, 2017
Purpose: The purpose of this study was to know whether an intervention using an adaptation of the teaching games for understanding approach (named teaching races for understanding [TRfU]) led participants to improve skill execution, decision making, race performance, race involvement, race knowledge, enjoyment, intention to continue practicing…
Descriptors: Teaching Methods, Educational Games, Skill Development, Aquatic Sports
Harsh, Joseph; Esteb, John J.; Maltese, Adam V. – Chemistry Education Research and Practice, 2017
National calls in science, technology, engineering, and technology education reform efforts have advanced the wide-scale engagement of students in undergraduate research for the preparation of a workforce and citizenry able to attend to the challenges of the 21st century. Awareness of the potential benefits and costs of these experiences has led…
Descriptors: Chemistry, Science Instruction, Undergraduate Students, Student Research
Hilliard, Lacey J.; Buckingham, Mary H.; Geldhof, G. John; Gansert, Patricia; Stack, Caroline; Gelgoot, Erin S.; Bers, Marina U.; Lerner, Richard M. – Applied Developmental Science, 2018
Video games have the potential to be contexts for moral learning. We investigated whether "Quandary," a video game designed to promote ethical thinking and moral considerations for decision-making, would help promote positive skills such as perspective taking and empathy in adolescents. We examined the effect of playing…
Descriptors: Perspective Taking, Decision Making, Educational Games, Video Games
Ee, Jessie; Ong, Chew Wei – Journal of Adventure Education and Outdoor Learning, 2014
Research studies have shown that educational programmes such as camps and field trips can develop affective and social relationships through personal exposure to outdoor experiences among students. This study will illustrate the outcome of a social emotional learning camp organized for 93 Secondary Two students (mean age 14.1) in Singapore. Both…
Descriptors: Foreign Countries, Outdoor Education, Pretests Posttests, Questionnaires
Power, F. Clark; Seroczynski, A. D. – Journal of Character Education, 2015
Can youth sports build character? Research suggests that the answer to this question leads to 2 further questions: (1) can youth sport coaches be effectively prepared to become character educators, and (2) can character education take place in today's competitive youth sport environment? (Bredemeier & Shields, 2006; Power, 2015; Power &…
Descriptors: Team Sports, Athletic Coaches, Moral Values, Values Education
Dow, Mirah J.; Boettcher, Carrie A.; Diego, Juana F.; Karch, Marziah E.; Todd-Diaz, Ashley; Woods, Kristine M. – Journal of Education for Library and Information Science, 2015
The purpose of this mixed methods study is to determine the effectiveness of case-based pedagogy in teaching basic principles of information ethics and ethical decision making. Study reports results of pre- and post-assessment completed by 49 library and information science (LIS) graduate students at a Midwestern university. Using Creswell's…
Descriptors: Case Method (Teaching Technique), Mixed Methods Research, Instructional Effectiveness, Ethics
Arya, Ali; Chastine, Jeff; Preston, Jon; Fowler, Allan – International Journal of Game-Based Learning, 2013
This paper reports the results of an online survey done by Global Game Jam (GGJ) participants in January 2012. This is an expansion of an earlier survey of a local game jam event and seeks to validate and extend previous studies. The objectives of this survey were collecting demographic information about the GGJ participants, understanding their…
Descriptors: Educational Games, Global Approach, Learning Processes, Online Surveys
Harris, Robert E. – ProQuest LLC, 2012
The college sophomore year is considered a difficult year for many students. College sophomores tend to experience the least amount of attention and support during a time when they are pursuing academic and personal goals. When these students encounter challenges that coincide with a limited amount of assistance with decision making, they can…
Descriptors: College Students, Academic Persistence, Mentors, Computer Mediated Communication
Abdullah, Abdul Ghani Kanesan; Alzaidiyeen, Naser Jamil; Yee, Ng Mooi – International Education Studies, 2010
The purpose of this research is to study the impact of the critical thinking component in the health education curriculum of nurses for patients with different health needs. Data for this research was gathered from mixed approaches, quantitative and qualitative approaches. For the quantitative approach 84 student nurses were selected randomly to…
Descriptors: Critical Thinking, Health Education, Nurses, Nursing Education