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Surdam, David G. – Journal of Economic Education, 2009
Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…
Descriptors: Economics Education, Educational Games, Simulation, Team Sports
McAllister, Deborah A.; McDonald, Shirley A.; Bothman, Susan M. – Online Submission, 2010
The activities contained in this document have been presented at several conference sessions. Participants engaged in hands-on activities for Grades 3 through 8 that utilized a deck of playing cards to meet mathematics content and process standards. Activities included variations of card games, but with a mathematical twist, and other card-based…
Descriptors: Preservice Teacher Education, Educational Games, Manipulative Materials, Experiential Learning
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Saxe, Geoffrey B.; Earnest, Darrell; Sitabkhan, Yasmin; Haldar, Lina C.; Lewis, Katherine E.; Zheng, Ying – Cognition and Instruction, 2010
This report provides evidence of the influence of a tutorial "communication game" on fifth graders' generative understanding of the integer number line. Students matched for classroom and pretest score were randomly assigned to a tutorial (n = 19) and control group (n = 19). The tutorial group students played a 13-problem game in which…
Descriptors: Numbers, Tutors, Number Concepts, Grade 5
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Fry, Joan Marian; Tan, Clara Wee Keat; McNeill, Michael; Wright, Steven – Physical Education and Sport Pedagogy, 2010
Background: Revisions of the Singaporean physical education (PE) syllabus in 1999 and 2006 included a conceptual approach to teaching games. The games concept approach (GCA), a form of constructivist pedagogy, was a distinct departure from the direct teaching methods traditionally used in the country. Following the GCA's introduction into a PE…
Descriptors: Constructivism (Learning), Student Teachers, Physical Education, Educational Change
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Gallegos, Irene; Flores, Alfinio – PRIMUS, 2010
First-year university students design and play their own games, including board, computer, and other kinds of games, to learn mathematical concepts and practice procedures for their pre-calculus and calculus courses. (Contains 2 tables and 8 figures.)
Descriptors: Mathematics Instruction, Mathematical Concepts, Calculus, College Freshmen
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Zheng, Meixun; Spires, Hiller A. – International Journal of Virtual and Personal Learning Environments, 2014
This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon…
Descriptors: Elementary School Students, Grade 5, Learner Engagement, Attention
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Wu, Min Lun; Richards, Kari; Saw, Guan Kung – Computers in the Schools, 2014
A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…
Descriptors: Foreign Countries, Mixed Methods Research, Computer Games, Educational Games
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Khosrow-Pour, Mehdi, Ed. – IGI Global, 2014
The rise of technology within educational settings has allowed for a substantial shift in the way in which educators teach learners of all ages. In order to implement these new learning tools, school administrators and teachers alike must seek new research outlining the latest innovations in the field. "Educational Technology Use and Design…
Descriptors: Educational Technology, Technology Uses in Education, Adult Learning, Blended Learning
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Lutz, Tim – Journal of Geoscience Education, 2011
An analysis of physical geology textbooks used in introductory courses shows that there is a systematic lack of clarity regarding flood risk. Some problems originate from confusion relating to statistical terms such as "100-year flood" and "100-year floodplain." However, the main problem is conceptual: statistics such as return…
Descriptors: Earth Science, Science Instruction, Natural Disasters, Introductory Courses
Anil, Beena – Journal on English Language Teaching, 2011
Vocabulary is predominant in improving one's communicative skill. Language is more powerful when it is being used perfectly. Teachers should consider the background of learners and aid them to learn and develop their vocabulary in many interesting ways especially through games. This paper deals with a productive and a logical study, done on a set…
Descriptors: Vocabulary Development, Teaching Methods, Educational Games, First Generation College Students
Squire, Kurt – Teachers College Press, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
Descriptors: Video Games, Educational Games, Educational Technology, Simulated Environment
McCall, Jeremiah – Routledge, Taylor & Francis Group, 2011
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and…
Descriptors: Educational Strategies, Video Games, Educational Games, Computer Simulation
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Gershenfeld, Alan – Knowledge Quest, 2011
Over the past few years a growing body of research has highlighted the potential for educational video games to foster highly engaged, effective learning in the classroom. These research reports from organizations such as the Federation of American Scientists, the National Science Foundation, and the Joan Ganz Cooney Center at Sesame Workshop…
Descriptors: Video Games, School Libraries, Learner Engagement, Educational Games
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Liu, Chen-Chung; Cheng, Yuan-Bang; Huang, Chia-Wen – Computers & Education, 2011
Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed…
Descriptors: Motivation, Problem Solving, Discovery Processes, Learning Experience
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Thavikulwat, Precha – Simulation & Gaming, 2011
The author discusses the theoretical lens, origins, and environment of his work on computerized business simulations. Key ideas that inform his work include the two dimensions (control and interaction) of computerized simulation, the two ways of representing a natural process (phenotypical and genotypical) in a simulation, which he defines as a…
Descriptors: Business Administration Education, Journal Articles, Business Education, Computer Simulation
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