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Kim, Elizabeth S.; Berkovits, Lauren D.; Bernier, Emily P.; Leyzberg, Dan; Shic, Frederick; Paul, Rhea; Scassellati, Brian – Journal of Autism and Developmental Disorders, 2013
In this study we examined the social behaviors of 4- to 12-year-old children with autism spectrum disorders (ASD; N = 24) during three tradic interactions with an adult confederate and an interaction partner, where the interaction partner varied randomly among (1) another adult human, (2) a touchscreen computer game, and (3) a social dinosaur…
Descriptors: Social Behavior, Therapy, Interpersonal Relationship, Autism
Lara, Miguel Angel – ProQuest LLC, 2013
Extant research indicates that, in face-to-face settings, cooperative learning and game-based learning strategies can be effective. However, in online settings (e.g., in distance education), there is a paucity of research in this area. This study was designed to investigate performance and attitudes of university students who played an educational…
Descriptors: Personality Traits, Performance, Computer Games, Electronic Learning
Lee, Yu-Hao – ProQuest LLC, 2013
Educational digital games are often complex problem-solving experiences that can facilitate systematic comprehension. However, empirical studies of digital game based learning (DGBL) have found mixed results regarding DGBL's effect in improving comprehension. While learners generally enjoyed the DGBL learning experience, they often failed to…
Descriptors: Short Term Memory, Expertise, Scaffolding (Teaching Technique), Attention
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Chung, Tsui-shan – Thinking Skills and Creativity, 2013
The current study aims to observe whether individuals who engaged in table-top role playing game (TRPG) were more creative. Participants total 170 (52 TRPG players, 54 electronic role playing game (ERPG) players and 64 Non-players) aged from 19 to 63. In the current study, an online questionnaire is used, adopting the verbal subtests of…
Descriptors: Creativity, Priming, Role Playing, Creative Thinking
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Andersen, Casper; Bek-Thomsen, Jakob; Clasen, Mathias; Grumsen, Stine Slot; Hjermitslev, Hans Henrik; Kjaergaard, Peter C. – Science & Education, 2013
Studies in the history of science and education have documented that the reception and understanding of evolutionary theory is highly contingent on local factors such as school systems, cultural traditions, religious beliefs, and language. This has important implications for teaching evolution in primary and secondary schools. No universal…
Descriptors: Evolution, Documentaries, Learning Experience, Communication Strategies
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Revelle, Glenda – New Directions for Child and Adolescent Development, 2013
The field of developmental psychology has produced abundant theory and research about the physical, cognitive, social, and emotional development of children; however, to date there has been limited use of this wealth of knowledge by developers creating games for children. This chapter provides an overview of key theoretical observations and…
Descriptors: Educational Games, Emotional Development, Developmental Psychology, Cognitive Development
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Marcon, Nerissa; Faulkner, Julie – English in Australia, 2016
Digital games are positioned in literacy research as integral to contemporary youth culture and their potential as a learning resource continues to be explored in current literature. This paper examines the use of "Minecraft" as a pedagogical tool to motivate girls' literacy practices within the secondary English classroom. The data…
Descriptors: Foreign Countries, Computer Games, Teaching Methods, Learning Motivation
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Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe – Research-publishing.net, 2016
Although Text-To-Speech (TTS) synthesis has been little used in Computer-Assisted Language Learning (CALL), it is ripe for deployment, particularly for minority and endangered languages, where learners have little access to native speaker models and where few genuinely interactive and engaging teaching/learning materials are available. These…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Technology Uses in Education, Educational Technology
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Craig D. Howard; Cary Staples; Sébastien Dubreil; Lisa C. Yamagata-Lynch – International Journal of Designs for Learning, 2016
In this design case, we present an instructional design project that resulted in a French language learning game development system. What we describe here is not the game itself, but rather the pedagogical intervention that created what the design team termed a mobile "application farm," which in turn produced the game. The term…
Descriptors: Instructional Design, Computer Software, Teaching Methods, Computer Games
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Zuppiroli, Sara; Ciancarini, Paolo; Gabbrielli, Maurizio – IEEE Conference on Software Engineering Education and Training, Proceedings (MS), 2012
Software product line development refers to software engineering practices and techniques for creating families of similar software systems from a basic set of reusable components, called shared assets. Teaching how to deal with software product lines in a university lab course is a challenging task, because there are several practical issues that…
Descriptors: Engineering, Undergraduate Study, Foreign Countries, Computer Software
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Daviault, Christine – Bulletin of Science, Technology & Society, 2012
There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective.…
Descriptors: Psychological Patterns, Video Games, Hypermedia, Games
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Li, Qing – Educational Technology Research and Development, 2012
This study is intended to deepen our understanding of enactivism, an emergent theoretical paradigm, through empirical exploration of teacher undertakings as digital game creators. Specifically, it explores the affordances and constraints, two important enactivism concepts, of practicing teachers' experiences in designing and developing games for…
Descriptors: Teachers, Computer Games, Instructional Design, Experience
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Nikirk, Martin – Tech Directions, 2012
Many studies have shown that students lose some of what they learn during the school year over the summer months. Because the author strongly feels that his students need to keep working at their technical skills year-round, he encourages them to keep active with school-related activities until they return in the fall. In this article, the author…
Descriptors: Learning Activities, Summer Programs, Vocational Education, Computer Games
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Okaz, Abeer Ali – Teaching English with Technology, 2014
This article describes how teachers can use online learning games to enhance young learners' language skill learning. Children love all sorts of games, therefore, implementing games (particularly online ones) are a useful aspect of lessons. Games are an indispensable tool while teaching, especially if employed effectively. The online activities…
Descriptors: Lesson Plans, Teaching Methods, Second Language Learning, Second Language Instruction
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Räisänen, Teppo; Ypsilanti, Antonia; Ropes, Don; Vivas, Ana B.; Viitala, Matti; Ijäs, Tuula – Education and Information Technologies, 2014
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder…
Descriptors: Intergenerational Programs, Aging (Individuals), Labor Force Development, Information Technology
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