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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Lu, Tan-Ni; Cowie, Bronwen; Jones, Alister – Research in Science Education, 2010
This paper reports Grade 12 students' biology learning during interactive teaching classes in 2001 in Taiwan. The researcher as teacher, working within an interpretive framework, set out to improve her senior high school student biology teaching and learning. An intervention based on a social constructivist view of learning was designed,…
Descriptors: Constructivism (Learning), High Schools, Intervention, Biology
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Al-Ahmadi, Fatheya; Oraif, Fatima – Research in Science & Technological Education, 2009
Working memory capacity is now well established as a rate determining factor in much learning and assessment, especially in the sciences. Most of the research has focussed on performance in tests and examinations in subject areas. This paper outlines some exploratory work in which other outcomes are related to working memory capacity. Confidence…
Descriptors: Short Term Memory, Cognitive Development, High School Students, Recall (Psychology)