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Bloomfield, David – Social Policy, 1999
As the Pokemon game craze illustrates, the combination of peer education and technology makes for powerful educational experiences. Educators need to accept technology-based peer education as a help rather than a hindrance to improve educational outcomes for students. (SLD)
Descriptors: Computer Games, Cooperative Learning, Educational Technology, Elementary Education
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Evans, Michael A.; Wang, Feihong – Journal of Educational Technology, 2008
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Descriptors: Educational Technology, Virtual Classrooms, Academic Achievement, Technology Uses in Education
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Mongillo, Gerri – Journal of Educational Technology, 2008
The main purpose of this qualitative study was to determine the influence of participation in educational games on cognition and attitudes of seventh-grade students. Student attitude towards learning scientific language and concepts during gameplay was examined. This study was conducted in a seventh-grade science classroom in a North Eastern (USA)…
Descriptors: Play, Computer Games, Educational Games, Technology Uses in Education
Gelman, Michael A. – 1988
This paper lists the commands for three programs in Logo: Peppy and the Maze, Caterpillars and Butterflies, and the Robot Arm. (EW)
Descriptors: Computer Games, Computer Graphics, Computer Software, Junior High Schools
Beavis, Catherine – 2002
The new social studies of childhood point to the need for studies which explore young people's uses of technology. Multiplayer computer games provide an important site for exploring the role of new technologies in young people's lives, in particular in relation to issues of representation, identity, and community, and to the changing nature of…
Descriptors: Adolescents, Community Characteristics, Computer Games, Secondary Education
Swartz, James D.; Hatcher, Tim – Educational Technology, 1996
Defines virtual experience as machine-based experience, of which virtual reality is a subconcept. Topics include a history of virtual experience; criticism of the influence of machine-mediated experiences such as computer games; virtual reality environments; and Heidegger's views on technology. (LRW)
Descriptors: Computer Games, Computer Mediated Communication, Criticism, Man Machine Systems
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Khan, Masood Mehmood – Electronic Library, 2002
Describes the implementation of an intelligent tutoring system that employs a game environment and object-oriented user interface for teaching and learning, based on a computer game developed for industrial training. Discusses adventure games, game environments in education, simulation support, and user interface design. (Author/LRW)
Descriptors: Computer Games, Computer Interfaces, Computer Simulation, Educational Games
Skolnick, Michael M.; Spooner, David L. – 1995
Modern computing systems exploit graphical user interfaces for interaction with users; as a result, introductory computer science courses must begin to teach the principles underlying such interfaces. This paper presents an approach to graphical user interface (GUI) implementation that is simple enough for beginning students to understand, yet…
Descriptors: Computer Games, Computer Graphics, Computer Interfaces, Computer Science Education
McLellan, Hilary – 1995
Artificial intelligence (AI) techniques and virtual reality (VR) make possible powerful interactive stories, and this paper focuses on examples of virtual characters in three dimensional (3-D) worlds. Waldern, a virtual reality game designer, has theorized about and implemented software design of virtual teammates and opponents that incorporate AI…
Descriptors: Artificial Intelligence, Computer Games, Computer Graphics, Computer Simulation
John, Bonnie E.; And Others – 1990
This report presents an analysis of an expert performing a highly interactive computer task. The analysis uses GOMS models, specifying the Goals, Operators, Methods, and Selection rules used by the expert; the GOMS models are implemented within a unified theory of cognition called Soar. Two models are presented, one with function-level operators,…
Descriptors: Behavioral Science Research, Computer Games, Interaction, Interaction Process Analysis
Adamson, Eadie – 1988
This paper provides guidelines and programming commands for using LogoWriter activity cards in game-writing as a way to develop student programming skills. Suggestions are made for the specific activity cards to use, and solutions are provided for some of the problems that were most frequently encountered by the author's students as they worked on…
Descriptors: Class Activities, Computer Games, Computer Software, Microcomputers
Leddo, John – Journal of Instruction Delivery Systems, 1996
Describes work to develop a computer game to teach scientific reasoning. A framework for intelligent tutoring games is presented that includes developing a model of scientific knowledge, developing a model of the phenomenon, developing hypotheses, collecting data, analyzing data, and drawing conclusions. Student attitudes are also discussed. (LRW)
Descriptors: Computer Games, Data Analysis, Educational Games, Intelligent Tutoring Systems
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De Lisi, Richard; Cammarano, Diane M. – Computers in Human Behavior, 1996
This study surveyed undergraduates (27 men, 83 women) to investigate gender differences in mental rotation. It compared pretesting on the Vandenberg Test of Mental Rotation (VTMR) and posttesting after two sessions of computer games. Men typically scored higher on pretest VTMR. After playing a game requiring mental rotation of figures, women…
Descriptors: Cognitive Ability, Comparative Analysis, Computer Games, Postsecondary Education
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Funk, Jeanne B.; Buchman, Debra D. – Journal of Communication, 1996
Documents current adolescent electronic game-playing habits, exploring associations among preference for violent games, frequency and location of play, and self-concept. Identifies marked gender differences in game-playing habits and in scores on a self-perception profile. Finds that for girls, more time playing video or computer games is…
Descriptors: Adolescents, Computer Games, Higher Education, Media Research
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Ota, Kenji R.; DuPaul, George J. – School Psychology Quarterly, 2002
Study examines the effects of using software with a game format (as a supplement to teacher instruction) to improve math performance of fourth- to sixth-grade students with attention-deficit hyperactivity disorder. The hypothesis that math software with a game format would improve the academic performance and increase attention of all participants…
Descriptors: Attention Deficit Disorders, Computer Assisted Instruction, Computer Games, Enrichment Activities
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