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Gratch, Jonathan; Kelly, Janet – Journal of Interactive Learning Research, 2009
Historically, Massive Multiplayer Online Games (MMOGs) have been used for entertainment purposes, but that is rapidly changing. Advances in computer technology and an enhanced perception of functionality have allowed MMOGs to combine with other technologies, such as networking and web-based learning, to provide educators with opportunities to…
Descriptors: Constructivism (Learning), Prior Learning, Computers, Games
Peace Corps, 2013
The "Life Skills and Leadership Manual" is designed to be used by Peace Corps Volunteers and their counterparts who work with youth worldwide to develop the knowledge, skills, and attitudes integral to three Youth in Development sector competencies: (1) Support healthy lifestyles and prepare youth for family life; (2) Prepare youth for…
Descriptors: Voluntary Agencies, Volunteers, International Organizations, Daily Living Skills
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Kanekar, Amar; Sharma, Manoj – Journal of Health Education Teaching, 2011
The HIV/AIDS epidemic has taken a tremendous toll on the population of the United States. College students, including African-Americans aged 13-24 years, across the nation are susceptible to contracting sexually transmitted diseases including HIV/AIDS as they participate in unsafe sex practices. The purpose of this article is to provide teaching…
Descriptors: Learning Modules, Acquired Immunodeficiency Syndrome (AIDS), Disease Control, Sexuality
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Mills, Nicole – CALICO Journal, 2011
Scholars praise social networking tools for their ability to engage and motivate iGeneration students in meaningful communicative practice, content exchange, and collaboration (Greenhow, Robelia, & Hughes, 2009; Ziegler, 2007). To gain further insight about the nature of student participation, knowledge acquisition, and relationship development…
Descriptors: Learning Theories, Student Participation, Course Content, French
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Lin, Lin; Zhang, Tao – Journal of Technology and Teacher Education, 2011
This study investigated pre-service teachers' experience, motivation, passion, effort, and perspectives in playing exergames in the classroom using the self-determination theory as the main theoretical framework. One hundred forty preservice teachers participated in the study. A mixed method was used. Data included pre-survey and post-survey…
Descriptors: Preservice Teachers, Student Motivation, Self Determination, Physical Activities
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Yeo, Lay See; Choi, Pui Meng – School Psychology International, 2011
The present study investigated the effectiveness of a cognitive-behavioural therapy (CBT) programme delivered by a school psychologist for children with behavioural difficulties in Singapore elementary school classrooms. It examined the impact of a 12-session, psychoeducational group intervention in helping misbehaving pupils to control their…
Descriptors: School Psychologists, Effect Size, Foreign Countries, Counseling Techniques
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Ardito, Carmelo; Lanzilotti, Rosa – International Journal of Distance Education Technologies, 2011
Distance education has experienced profound changes due to the introduction of new technologies, especially mobile devices of different types. It is necessary to define new learning techniques which are able to capture students' attention and to engage them in their learning activities, reducing problems like distraction generated by the use of…
Descriptors: Foreign Countries, Expertise, Educational Games, Distance Education
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Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
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Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
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Teoh, Jase – Journal of Educational Technology Systems, 2012
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate "Language and Literacy" class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between…
Descriptors: Computer Uses in Education, Computer Simulation, Simulated Environment, Role Playing
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Loke, Swee-Kin; Blyth, Phil; Swan, Judith – Australasian Journal of Educational Technology, 2012
While the potentials of virtual worlds to support experiential learning in medical education are well documented, assessment of student learning within these environments is relatively scarce and often incongruent. In this article, a conceptual framework is proposed for formatively assessing dispositional behaviours in scenario-based learning…
Descriptors: Foreign Countries, Computer Assisted Instruction, Experiential Learning, Medical Education
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Kellogg, David – Journal of Language and Literacy Education, 2010
This article begins by revisiting an old dispute between the children's writer Chukovsky and the child psychologist Vygotsky on whether and how child literature should mediate development. It then considers child language language lessons in South Korea for clues about how such mediation might happen, and finds the development of rote language,…
Descriptors: Teaching Methods, Childrens Literature, Child Psychology, Language Acquisition
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Peterson, Mark – ReCALL, 2010
This paper reports on an exploratory case study that investigates the synchronous interaction of intermediate level EFL learners in the 3D virtual world "Second Life." The subjects took part in three seventy-minute chat sessions that involved the use of affordances provided by a purpose-built world within this environment. Analysis of the data…
Descriptors: English (Second Language), Second Language Learning, Computer Assisted Instruction, Internet
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Sloman, Katherine; Thompson, Richard – International Journal of Science Education, 2010
Undergraduate students pursuing a three-year marine biology degree programme (n = 86) experienced a large-group drama aimed at allowing them to explore how scientific research is funded and the associated links between science and society. In the drama, Year 1 students played the "general public" who decided which environmental research…
Descriptors: Undergraduate Students, Scientific Research, Environmental Research, Science and Society
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Bataller, Rebeca – Foreign Language Annals, 2010
This study addresses the development of the request strategies used in two service encounter scenarios by 31 nonnative speakers of Spanish spending 4 months living and studying in Valencia, Spain. The main method of data collection was an open role-play in which participants interacted with a Spanish native speaker. Results show that while there…
Descriptors: Interlanguage, Foreign Countries, Native Speakers, English (Second Language)
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