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Merkel, Liz; Sanford, Kathy – E-Learning and Digital Media, 2011
In 2007, the authors' ethnographic research study of 11 adolescent gamers began in a response to social concern regarding adolescent (dis)engagement in school literacy practices. Since then, the authors' ongoing research has revealed the importance of understanding and knowing more about individual gamers' ways of knowing, and also about the…
Descriptors: Ethnography, Literacy, Learner Engagement, Video Games
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Mayes, Valynda – Science and Children, 2011
For students with a special interest in the outdoors, or those with limited access to nature, summer camp might be a life-changing opportunity. This article provides suggestions and resources designed to encourage students to put down the video games this summer and, instead, spend more time engaging in outdoor adventures.
Descriptors: Natural Resources, Outdoor Education, Video Games, Summer Programs
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Marcano Lárez, Beatriz Elena – Journal of New Approaches in Educational Research, 2014
War videogames raise a lot of controversy in the educational field and are by far the most played videogames worldwide. This study explores the factors that encouraged gamers to choose war videogames with a sample of 387 Call of Duty players. The motivational factors were pinpointed using a non-experimental descriptive exploratory study through an…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Video Games
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Lemphane, Polo; Prinsloo, Mastin – Journal of Multilingual and Multicultural Development, 2014
Contemporary movements of people and resources across rural and urban settings, city locales and national and regional borders produce challenges for familiar ways of studying languages as located and stable systems and of literacies as standardised ways of reading and writing texts. This study contrasts children's digital communicative literacy…
Descriptors: Foreign Countries, Technological Literacy, Suburbs, Middle Class
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Akpan, Joseph P.; Beard, Lawrence A. – Universal Journal of Educational Research, 2014
Educators and caregivers now have the opportunity to individualize and differentiate instructions with many technological devices never before available. Assistive Technology is being introduced in the classroom at all levels as a tool for teachers to help deliver instruction to all students. Assistive Technology is widely used to ensure…
Descriptors: Assistive Technology, Technology Uses in Education, Mathematics Instruction, Teaching Methods
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Hitosugi, Claire Ikumi; Schmidt, Matthew; Hayashi, Kentaro – CALICO Journal, 2014
This mixed-method study explored the impact of "Food Force (FF)", a UN-sponsored off-the-shelf videogame, on learner affect and vocabulary learning and retention in a Japanese as a second/foreign language classroom. The videogame was integrated into an existing curriculum and two studies were performed. In Study 1 (n = 9), new vocabulary…
Descriptors: Mixed Methods Research, Video Games, Technology Uses in Education, Japanese
Oh, Yoonsin – ProQuest LLC, 2012
Girls 6 to 19 years old have the highest rates of obesity with about thirty percent being obese in the US (Ogden et al., 2006). Researchers studying the prevention of childhood obesity are examining exergames because playing video games is popular among youth (Rideout, Foehr, & Roberts, 2010). Recent research has mainly focused on energy…
Descriptors: Females, Physical Activities, Video Games, Obesity
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Schonau-Fog, Henrik; Bjorner, Thomas – Bulletin of Science, Technology & Society, 2012
In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing…
Descriptors: Foreign Countries, Computer Games, Video Games, College Students
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Gray, Kishonna L. – Bulletin of Science, Technology & Society, 2012
This article examines the response of minority gamers as they adopt new innovations in Xbox Live. Using diffusion of innovation theory, specific attention is given to gamers' rate of adoption of the new Xbox Live environment, which was a recent update to the Xbox Live interface. By employing virtual ethnography, observations, and interviews reveal…
Descriptors: Ethnography, Decision Making, Educational Innovation, Innovation
Mitchell, Rebecca; DeBay, Dennis – Learning & Leading with Technology, 2012
Kids love augmented reality (AR) simulations because they are like real-life video games. AR simulations allow students to learn content while collaborating face to face and interacting with a multimedia-enhanced version of the world around them. Although the technology may seem advanced, AR software makes it easy to develop content-based…
Descriptors: Educational Technology, Video Games, Simulation, Computer Software
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Ventura, Matthew; Shute, Valerie; Kim, Yoon Jeon – Computers & Education, 2012
The relationship between video gameplay, video game genre preference, personality, and GPA was investigated in an online correlational study with university students. In addition to administering self-report measures of GPA and personality, we asked three different questions regarding styles of video gameplay. The first asked the average time…
Descriptors: Grade Point Average, Video Games, Academic Achievement, Personality
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Wesselmann, Eric D.; Ren, Dongning; Swim, Emily; Williams, Kipling D. – International Journal of Developmental Science, 2013
Ostracism--being ignored and excluded--is a painful event that threatens fundamental needs. Ostracized individuals' reflective responses focus on cognitive appraisal and motivated recovery, and previous research suggests these appraisals can help or hinder recovery. Rumination is a negative style of cognitive appraisal that often leads to…
Descriptors: Social Isolation, Interpersonal Relationship, Hypothesis Testing, Coping
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Beavis, Catherine – Changing English: Studies in Culture and Education, 2013
How to understand and argue for the nature and place of literary texts and experience in contemporary English curriculum has been and continues to be the subject of much debate. While literature as traditionally conceptualised remains an important presence in much English curriculum, the notion of what "literature" is, or what the…
Descriptors: English Instruction, Literature, Foreign Countries, Learning Modalities
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Gonzalez, J.; Pomares, H.; Damas, M.; Garcia-Sanchez,P.; Rodriguez-Alvarez, M.; Palomares, J. M. – IEEE Transactions on Education, 2013
As embedded systems are becoming prevalent in everyday life, many universities are incorporating embedded systems-related courses in their undergraduate curricula. However, it is not easy to motivate students in such courses since they conceive of embedded systems as bizarre computing elements, different from the personal computers with which they…
Descriptors: Video Games, Video Equipment, Programming, Undergraduate Students
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Sluman, Jonny – Primary Science, 2013
In this article Jonny Sluman describes how he adapted an interactive DVD quiz game at a Christmas family get-together into an exciting, creative science activity to teach his students. The rounds included: a "quick fire" question round, a "what happened next" round, a music round, and a "spot the difference" round.…
Descriptors: Educational Games, Video Games, Video Technology, Multimedia Materials
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