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Chang, Jimmy – Simulation & Gaming, 2003
Business games have begun to assume a role in the education of the students in many universities in Hong Kong. Yet quantitative information on simulations used in the Hong Kong tertiary institutions has been very limited. A major survey covering all seven Hong Kong universities, polytechnics, and colleges was administered to examine current usage…
Descriptors: Foreign Countries, Educational Games, Technology Uses in Education, Case Method (Teaching Technique)
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Otsuki, Yoko; Bandoh, Hirokazu; Kato, Naoki; Indurkhya, Bipin; Nakagawa, Masaki – Journal of Interactive Learning Research, 2004
This article presents a design of educational software employing group competition using a large interactive electronic whiteboard, and a report on its experimental use. Group competition and collaboration are useful methods to cultivate originality and communication skills. To share the same space, the same large screen, and face-to-face…
Descriptors: Student Motivation, Competition, Computer Software, Leadership Styles
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Light, Richard – Quest, 2003
The "discursive turn" in the social sciences points to the potential in Teaching Games for Understanding pedagogy (TGfU) as a means of providing a holistic learning experience for students and a platform from which to reposition physical education among institutional forces that define boundaries between academic disciplines in the school…
Descriptors: Physical Education, Holistic Approach, Learning Experience, Educational Games
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Judge, Sharon – Journal of Research in Childhood Education, 2005
This study examined the relationship between academic achievement of young African American children and access to and use of computers in their school and home. The sample consists of 1,601 African American public school children who attended kindergarten and 1st grade. Results indicate that access to and use of a home computer, computer area in…
Descriptors: Grade 1, Educational Technology, Computer Software, Computers
New Media Consortium, 2007
This fourth edition of the New Media Consortium's (NMC) annual "Horizon Report" describes the continuing work of the Horizon Project, a research-oriented effort that seeks to identify and describe emerging technologies likely to have a large impact on teaching, learning, or creative expression within higher education. Drawing on ongoing…
Descriptors: Technology Uses in Education, Higher Education, Influence of Technology, Relevance (Education)
Beckner, Gary, Ed. – Association of American Educators, 2007
"Education Matters" is the monthly newsletter of the Association of American Educators (AAE), an organization dedicated to advancing the American teaching profession through personal growth, professional development, teacher advocacy and protection. This issue of the newsletter includes: (1) Making a Game of Math: AAE Affiliate Motivates…
Descriptors: Mathematics Education, Educational Games, United States History, Competition
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Flowers, Lamont A. – Reading Research Quarterly, 2007
There is little debate among researchers, policymakers, and educational stakeholders that reading achievement among African American students is an important issue (Strickland, 1994). While several scholars have contributed greatly to the research literature on matters pertaining to African American students and reading, additional research is…
Descriptors: Teaching Methods, Study Skills, Teacher Effectiveness, Standardized Tests
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Franklin, Teresa J. – Journal of Educational Technology, 2008
Higher education and in particular Colleges of Education are viewed as falling behind in the use of technology for teaching and learning (Lederman & Niess, 2000). With today's student population identified as digital natives and the evening news discussing the potential of virtual worlds as new learning environments, an examination of the…
Descriptors: Computer Simulation, Social Systems, Internet, Social Media
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Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
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Hall, Allison H. – Forum on Public Policy Online, 2006
Language is a means by which different minds communicate ideas to one another. It is also a means our minds use to understand ourselves, other people, the world around us, and the relationships among them. In language acquisition, we are basically developing a code that we will use to understand, formulate and communicate ideas. The acquisition of…
Descriptors: Perspective Taking, Language Acquisition, Native Language Instruction, Second Language Instruction
Clements, Douglas H.; Sarama, Julie – Early Childhood Today, 2006
Math can help children understand and think about the many aspects of their world through its connections to them. Teachers who see, and help children see, those connections enrich children's learning and development. Teachers know that building children's vocabularies helps them understand stories they hear and later will read. But by taking a…
Descriptors: Mathematical Concepts, Mathematics Instruction, Literacy, Correlation
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Orey, Michael, Ed.; McClendon, V. J., Ed.; Branch, Robert Maribe, Ed. – Educational Media and Technology Yearbook, 2009
The "Educational Media and Technology Yearbook" is dedicated to theoretical, empirical and practical approaches to educational media development. All chapters are invited and selected based on a variety of strategies to determine current trends and issues in the field. The 2009 edition will highlight innovative Trends and Issues in…
Descriptors: Educational Media, Educational Technology, Technology Uses in Education, Information Science
Fleer, Marilyn – 1989
This booklet examines the educational value of jigsaw puzzles and gives practical suggestions on how to select and make them for use by children ages 1 through 8. It asserts that jigsaw puzzles provide children with the opportunity to develop problem-solving strategies, and discusses a theory of adult-child interaction that encourages the…
Descriptors: Adult Child Relationship, Early Childhood Education, Educational Games, Eye Hand Coordination
Newman, Anabel P.; Metz, Elizabeth – 1996
This book describes FIRST (Focussed Instruction in Reading for Successful Teaching) Reading, a computer program that takes answers to 20 questions about a learner and matches this profile against profiles in the database. FIRST Reading, formerly called "Consult Reading," can recommend the most-likely-to-succeed teaching focus(es) for…
Descriptors: Educational Games, Elementary Secondary Education, Expert Systems, Functional Literacy
Evers, Anne; Yancey, Robyn – 1992
This book of student activities is intended to be used with a text, "Keeping a Head in School," written for preadolescents and adolescents with learning disorders. It includes a variety of work sheets, puzzles, games, and checklists, to accompany the text's chapters. The first chapter has activities concerning basic concepts related to learning…
Descriptors: Academic Achievement, Academic Persistence, Adolescents, Attention Control
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