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Lampridis, Efthymios – Universal Journal of Educational Research, 2015
The present study investigates stereotypical beliefs about cyber bullying in terms of myths, a well applied concept in the study of beliefs concerning sexual aggression. The level of acceptance of cyber bullying myths (low vs. high) and the relation of myth acceptance to a number of demographic variables such as gender, field of studies, frequency…
Descriptors: Stereotypes, Internet, Bullying, Beliefs
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Charij, Stephanie; Oikonomou, Andreas – International Journal of Game-Based Learning, 2013
With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This paper assesses the ability to use a form of biometric measurement, heart rate, in real-time to improve the challenge and enjoyment of a game by catering it to…
Descriptors: Computer Games, Measurement Techniques, Human Body, Biology
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Kuo, Ming-Shiou; Chuang, Tsung-Yen – International Journal of Distance Education Technologies, 2013
The teaching of 3D digital game design requires the development of students' meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to…
Descriptors: Design, Cognitive Processes, Thinking Skills, Creativity
Case, Randall E. – ProQuest LLC, 2013
Enrollment in online higher education programs has been climbing for the past decade but research suggests that online courses exhibit significantly higher attrition rates than their face-to-face counterparts. Consequently, while significantly more students are enrolling in higher education programs, far too few are graduating. Self-determination…
Descriptors: Educational Technology, Video Games, Technology Uses in Education, Computer Games
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Jere-Folotiya, Jacqueline; Chansa-Kabali, Tamara; Munachaka, Jonathan C.; Sampa, Francis; Yalukanda, Christopher; Westerholm, Jari; Richardson, Ulla; Serpell, Robert; Lyytinen, Heikki – Educational Technology Research and Development, 2014
This intervention study was conducted to document conditions under which a computer based literacy game (GraphoGame™) could enhance literacy skills of first grade students in an African city. The participants were first grade students from Government schools (N = 573). These students were randomly sampled into control (N = 314) and various…
Descriptors: Foreign Countries, Grade 1, Elementary School Students, Control Groups
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Kuo, Melissa H.; Orsmond, Gael I.; Coster, Wendy J.; Cohn, Ellen S. – Autism: The International Journal of Research and Practice, 2014
This study explores how adolescents with autism spectrum disorder (ASD) use media, and the factors associated with their media use. A total of 91 adolescents with ASD and their parents completed mail-based surveys. In all, 78% of the adolescents with ASD watched television (approximately 2 h/day), and 98% used computers (approximately 5 h/day) on…
Descriptors: Adolescents, Autism, Pervasive Developmental Disorders, Mass Media Use
Project Tomorrow, 2014
The Speak Up National Research Project annually polls K-12 students, parents and educators about the role of technology for learning in and out of school. With this year's national report on the views of 325,279 K-12 students representing over 9,000 schools and 2,700 districts nationwide, the focus is on getting beyond the anecdotally-driven…
Descriptors: Electronic Learning, Elementary School Students, Secondary School Students, Computer Uses in Education
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Alloway, Tracy Packiam; Elsworth, Miquela; Miley, Neal; Seckinger, Sean – Gifted Education International, 2016
This pilot study investigated how engagement with computer games and TV exposure may affect behaviors of gifted students. We also compared behavioral and cognitive profiles of twice-exceptional students and children with Attention Deficit/Hyperactivity Disorder (ADHD). Gifted students were divided into those with behavioral problems and those…
Descriptors: Computer Use, Behavior Problems, Children, Disabilities
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Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
DiSalvo, Elizabeth Betsy – ProQuest LLC, 2012
The implementation of a learning environment for young African American males, called the Glitch Game Testers, was launched in 2009. The development of this program was based on formative work that looked at the contrasting use of digital games between young African American males and individuals who chose to become computer science majors.…
Descriptors: African Americans, Males, Video Games, Computer Games
Myers, Rodney Dean – ProQuest LLC, 2012
In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…
Descriptors: Simulation, Teaching Methods, Interaction, Computer Games
Lee, Yoonhee Naseef – ProQuest LLC, 2012
The goal of this research was to understand the different kinds of learning that take place in "Mod The Sims" (MTS), an online "Sims" gaming community. The study aimed to explore users' experiences and to understand learning practices that are not commonly observed in formal educational settings. To achieve this goal, the…
Descriptors: Computer Games, Learning, Literacy, Computer Simulation
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Gordon, Michal; Gordon, Goren – Physics Education, 2012
The quantum computer game "Schrodinger cat and hounds" is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. "Schrodinger cat and hounds" demonstrates the effects of superposition, destructive and constructive interference, measurements and…
Descriptors: Computer Games, Quantum Mechanics, Mechanics (Physics), Scientific Concepts
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Galvao, Tulio Acacio Bandeira; Neto, Francisco Milton Mendes; Campos, Marcos Tullyo; Junior, Edson de Lima Cosme – International Journal of Distance Education Technologies, 2012
The increasing demand for Software Engineering professionals, particularly Project Managers, and popularization of the Web as a catalyst of human relations have made this platform interesting for training this type of professional. The authors have observed the widespread use of games as an attractive instrument in the process of teaching and…
Descriptors: Risk Management, Active Learning, Internet, Student Projects
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Tay, Lee Yong; Lim, Cher Ping – Cultural Studies of Science Education, 2012
This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, "Challenges and opportunities: Using a science-based video game in secondary school settings," explores the issues encountered while a science-based video game is introduced in secondary school settings. It highlights the importance of the context, the…
Descriptors: Science Instruction, Secondary School Science, Educational Technology, Educational Games
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