NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
No Child Left Behind Act 20011
What Works Clearinghouse Rating
Showing 751 to 765 of 781 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Akinsola, M. K.; Animasahun, I. A. – Turkish Online Journal of Educational Technology - TOJET, 2007
This study sought to determine the effect of simulation-games environment on students' achievement in attitudes to mathematics in secondary school. Data was collected from a sample of 147 students in senior secondary school in Osun-State, Nigeria. t-test and analysis of variance was used to analyze the data collected for the study. The finding…
Descriptors: Secondary School Mathematics, Secondary School Students, Computer Games, Computer Simulation
Peer reviewed Peer reviewed
Asakawa, Tasia; Gilbert, Nigel – Simulation & Gaming, 2003
Draws on published evaluations of Internet-mediated (I-M) educational, business, and policy games to establish an inventory of lessons for future I-M ames. These types of I-M games have important concerns in common: objectives, role-play, synchronicity, game facilitation, and participant interaction. Lessons of design and implementation derived…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Educational Technology
Peer reviewed Peer reviewed
Corbeil, Pierre – Simulation & Gaming, 1999
Suggests that adult games and children's games are not different entities but constitute a continuous spectrum, whether they are considered as play or learning. Illustrates how this continuity works with examples of real gaming activity observed during 30 years of teaching and experimentation. Concludes with practical considerations on the use of…
Descriptors: Adults, Childrens Games, Computer Games, Educational Games
PDF pending restoration PDF pending restoration
Moreno, Roxana – 2002
This paper reviews a set of studies that examined what students learn in various virtual reality environments (VREs) designed to promote an understanding of environmental science. The goal of the reported studies was to provide an update to the classic distinction between the role of media versus method in promoting learning (Clark, 1999). Media…
Descriptors: Comparative Analysis, Computer Games, Educational Games, Educational Media
Allen, Denise – Teaching PreK-8, 1995
Reviews three examples of classroom-tested multimedia technology. The titles reviewed are "Scrabble,""A to Zap!," and "Brain Quest." Reviews include hardware requirements, price, and children's book titles that can be used to expand on the software's use. (ET)
Descriptors: Computer Games, Computer Software Reviews, Educational Games, Educational Technology
Peer reviewed Peer reviewed
Yawn, Barbara P.; Algatt-Bergstrom, Pamela J.; Yawn, Roy A.; Wollan, Peter; Greco, Mark; Gleason, Marie; Markson, Leona – Journal of School Health, 2000
Examined the inclusion of an asthma education space adventure game into fourth-grade classrooms. Pretesting and posttesting indicated that using the game significantly improved students' asthma knowledge in the intervention classroom over the observation period. Knowledge gained was retained over a 4-week period. The addition of physician-led…
Descriptors: Asthma, Comprehensive School Health Education, Computer Games, Computer Uses in Education
Sommer, Ben – English Teachers' Journal (Israel), 1997
Computer games educate painlessly and incidentally, keeping students motivated and interested and enhancing instruction. Such games are particularly appropriate for English-as-a-Second-Language instruction, because they convey the meaning of language both visually and aurally, occupy all channels of the brain, provide a rich context for the…
Descriptors: Computer Assisted Instruction, Computer Games, Creative Teaching, Elementary Secondary Education
Peer reviewed Peer reviewed
Wiebe, James H.; Martin, Nancy J. – Journal of Computing in Childhood Education, 1994
Examined the impact of a commercially prepared geography adventure computer game on 109 fifth and sixth graders' recall of geography facts and on their attitudes toward studying geography. Found no significant difference in recall between students using the computer game "Where in the World is Carmen Sandiego" and students using…
Descriptors: Computer Assisted Instruction, Computer Attitudes, Computer Games, Computer Uses in Education
Peer reviewed Peer reviewed
Cross, Tim L. – Journal of Natural Resources and Life Sciences Education, 1993
Describes a recently developed microcomputer-based farm management game called AgVenture. The objective of the program is to allow students to practice making management decisions for a model crop farm to teach risk management and reinforce traditional farming management principles. (MDH)
Descriptors: Agricultural Education, Agricultural Production, Computer Assisted Instruction, Computer Games
Martin, Laura M. W.; And Others – 1987
This study examined children's application of ecological concepts under conditions that were similar to or different from the conditions under which they first applied the concepts while playing a microcomputer-based ecosystems game. Two task dimensions were studied: (1) the form in which the information was presented (iconic or symbolic); and (2)…
Descriptors: Computer Games, Concept Formation, Ecology, Elementary Education
Peer reviewed Peer reviewed
Okan, Zuhal – British Journal of Educational Technology, 2003
This article begins with a definition of "edutainment," a hybrid genre that relies heavily on visual material, on narrative or game-like formats, and on more informal, less didactic styles of address. It examines what technology and education entail. Discussion then focuses on a critique of problems with edutainment, drawing on the…
Descriptors: Academic Achievement, Computer Games, Computer Software, Educational Psychology
McMullen, David W. – 1987
This study investigated the effect of informational, drill, and game format computer-assisted instruction (CAI) on the achievement, retention, and attitude toward instruction of sixth-grade science students (N=37). An informational CAI lesson on Halley's Comet was administered to three randomly selected groups of sixth-grade students. A CAI drill…
Descriptors: Academic Achievement, Analysis of Variance, Computer Assisted Instruction, Computer Games
Pohl, Virginia; Groome, Dana – Computing Teacher, 1994
Describes the use of "Happy Hands" instructional materials and techniques for grades K-3 develop keyboarding knowledge and skills for computer-assisted instruction. Color coding techniques are explained; the use of dictation is discussed; keyboarding games and software are described; and the development of writing skills through…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, Dictation
Peer reviewed Peer reviewed
Malouf, David B. – Journal of Special Education, 1988
Learning-disabled sixth through eighth grade students (n=25) received vocabulary instruction involving matching negation prefixes to root words. The students used an instructional computer game or a computer program that operated identically but without game features. Both programs produced equal gains in task skill, but the game produced higher…
Descriptors: Achievement Gains, Comparative Analysis, Computer Games, Courseware
Peer reviewed Peer reviewed
Leemkuil, Henny; de Jong, Ton; de Hoog, Robert; Christoph, Noor – Simulation & Gaming, 2003
Describes the development of a collaborative Internet-based simulation game for learning to solve knowledge management problems. The game builds on two starting points: on psychological and pedagogical developments in learning and instruction, and on a perceived need for better training of people working in the emerging field of knowledge…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Cooperative Learning
Pages: 1  |  ...  |  43  |  44  |  45  |  46  |  47  |  48  |  49  |  50  |  51  |  52  |  53