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Buesing, Mark; Cook, Michael – Physics Teacher, 2013
Augmented reality (AR) is a technology used on computing devices where processor-generated graphics are rendered over real objects to enhance the sensory experience in real time. In other words, what you are really seeing is augmented by the computer. Many AR games already exist for systems such as Kinect and Nintendo 3DS and mobile apps, such as…
Descriptors: Science Instruction, Physics, Educational Technology, Computer Simulation
Wang, Tsui-Ying; Huang, Ho-Chuan – International Association for Development of the Information Society, 2013
A computerized attention-training game system has been developed to support attention training for school-aged children. The present system offers various types of computer games that provide training in different aspects of attention, such as selective attention, sustained attention, and divided attention. The N-tier architecture of the Web-based…
Descriptors: Computer Games, Attention, Children, Web Based Instruction
Bisadi, Maryam; Chua, Alton Y. K; Keong, Lee Chu – International Association for Development of the Information Society, 2013
Although digital games have been developed for various subject areas, little attention has been focused on using digital games to address international students' adjustment issues. For this reason, this paper endeavors to explore the use of a digital game in facilitating international students acquire adjustment-related information. Specifically,…
Descriptors: Computer Games, Foreign Students, Student Adjustment, Educational Games
Stanley-Yolgecen, Athena Joyce – ProQuest LLC, 2018
The purpose of this case study is to explore effects of digital gamification on engagement and achievement in a third-grade social studies course for students of multiple nationalities and with varied native languages attending the English language international branch of a private, affluent school in eastern China. The case study is framed by…
Descriptors: Case Studies, Computer Games, Grade 3, Elementary School Students
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Hynes, Sinead M.; Fish, Jessica; Evans, Jonathan J.; Manly, Tom – International Journal of Developmental Science, 2015
Executive function is best measured in loosely structured, multi-component tasks that reflect real-life demands. These tasks require participants to develop a strategy, keep a plan in mind and monitor time. Errors include ignoring stated goals ("goal neglect"), over-allocation of time to one task and violating rules. Teasing apart such…
Descriptors: Executive Function, Computer Assisted Testing, Older Adults, Correlation
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Skewes, Joshua C; Jegindø, Else-Marie; Gebauer, Line – Autism: The International Journal of Research and Practice, 2015
Autistic people are better at perceiving details. Major theories explain this in terms of bottom-up sensory mechanisms or in terms of top-down cognitive biases. Recently, it has become possible to link these theories within a common framework. This framework assumes that perception is implicit neural inference, combining sensory evidence with…
Descriptors: Autism, Neurological Impairments, Neurology, Perception
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Zhang, M. – Journal of Computer Assisted Learning, 2015
Although the Internet is widely used by students in both formal and informal environments, little is known about how and where youth spend their time online. Using Internet search and Web analytics data, this study discovered a large-scale phenomenon associated with the poor performance of elementary school students in the USA that has been…
Descriptors: Internet, Web Sites, Low Achievement, Elementary School Students
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Mc Dermott, Kevin – English in Education, 2015
The article reports on a small-scale short story writing project. It details the development of the project and shares the emerging findings. The aim of the project was to enhance the quality of students' writing while developing teachers' practice in the teaching of short story writing. The project team comprised the author and four secondary…
Descriptors: Literary Genres, Secondary School Students, Problem Solving, English Teachers
Yilmaz, Fatma Gizem Karaoglan; Yilmaz, Ramazan; Teker, Necmettin; Keser, Hafize – Online Submission, 2014
That internet is developing fast and its cost is becoming cheaper rapidly increases the number of people using this technology. Although internet provides miscellaneous benefits for the users, it also causes them to encounter certain difficulties. Particularly, those young people, who leave their families to study at a university spend most of…
Descriptors: Internet, Addictive Behavior, College Students, Student Behavior
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Sedig, Kamran; Haworth, Robert – Bulletin of Science, Technology & Society, 2012
Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design…
Descriptors: Foreign Countries, Design, Toys, Methods
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Chee, Florence M.; Taylor, Nicholas T.; de Castell, Suzanne – Bulletin of Science, Technology & Society, 2012
This article is a theoretical and empirical exploration of the meaning that accompanies contractual agreements, such as the End-User License Agreements (EULAs) that participants of online communities are required to sign as a condition of participation. As our study indicates, clicking "I agree" on the often lengthy conditions presented during the…
Descriptors: Ethics, Computer Games, Research, Contracts
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Eisenchlas, Susana A.; Schalley, Andrea C.; Moyes, Gordon – International Journal of Bilingual Education and Bilingualism, 2016
Home language literacy education in Australia has been pursued predominantly through Community Language Schools. At present, some 1,000 of these, attended by over 100,000 school-age children, cater for 69 of the over 300 languages spoken in Australia. Despite good intentions, these schools face a number of challenges. For instance, children may…
Descriptors: Native Language, Language Acquisition, German, Bilingualism
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Yassine-Diab, Nadia; Alazard-Guiu, Charlotte; Loiseau, Mathieu; Sorin, Laurent; Orliac, Charlotte – Research-publishing.net, 2016
In a design-based research approach (Barab & Squire, 2004), we are currently developing the first prototype of a collaborative Language for Specific Purposes (LSP) website. It focuses on technical vocabulary to help students master any field of LSP better. "Check Your Smile" is a platform aggregating various types of gameplays for…
Descriptors: Cooperative Learning, Languages for Special Purposes, Web Sites, Educational Trends
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Benakli, Nadia; Kostadinov, Boyan; Satyanarayana, Ashwin; Singh, Satyanand – International Journal of Mathematical Education in Science and Technology, 2017
The goal of this paper is to promote computational thinking among mathematics, engineering, science and technology students, through hands-on computer experiments. These activities have the potential to empower students to learn, create and invent with technology, and they engage computational thinking through simulations, visualizations and data…
Descriptors: Calculus, Probability, Data Analysis, Computation
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Lim, Yangmi; Nam, Su-Jung – Asia Pacific Journal of Education, 2017
This study analysed "The 8th Online Survey of Adolescent Health and Behaviour in 2012", which is a government-approved statistical survey of Internet use and patterns in Korea. We conducted a propensity score matching (PSM) to control for economic status differences between monocultural and multicultural families and an ANOVA to estimate…
Descriptors: Internet, Adolescents, Foreign Countries, Online Surveys
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