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Johnson, L.; Smith, R.; Willis, H.; Levine, A.; Haywood, K. – New Media Consortium, 2011
The internationally recognized series of "Horizon Reports" is part of the New Media Consortium's Horizon Project, a comprehensive research venture established in 2002 that identifies and describes emerging technologies likely to have a large impact over the coming five years on a variety of sectors around the globe. This volume, the "2011 Horizon…
Descriptors: Higher Education, Technological Advancement, Technology Uses in Education, Handheld Devices
Tollifson, Jerry – Art Education, 2011
A teacher's communication choices can spark student understanding. By harnessing and modeling the power that qualitative language provides when characterizing artworks, these choices support a student's evolving capabilities from simple description to a deeper embodiment of art criticism. This article is aimed at helping teachers understand how…
Descriptors: Art Education, Student Reaction, Vocabulary, Language Usage
Siderius, Jennifer A. – Knowledge Quest, 2011
Stepping into a school library today reveals the dramatic changes in educational games since the author's elementary school days. Many current school libraries now boast computer- and video-based games, as well as geocaching, big games, or large-scale scavenger hunts that pit teams against each other in timed races to find clues about a…
Descriptors: Video Technology, Educational Games, School Libraries, Educational Change
Guernsey, Lisa – School Library Journal, 2011
Until recently, ebooks for young children haven't been part of the hyped vernacular of "game-changing" technology. Instead, ebook conversations have focused on textbooks for older students or text-heavy, adult-oriented titles downloaded to ereaders like the Kindle, Nook, and Sony e-Reader. The arrival of portable, full-color, touchscreen devices…
Descriptors: Textbooks, Picture Books, Library Materials, Electronic Publishing
Corbeil, Pierre; Laveault, Dany – Simulation & Gaming, 2011
The aim of this research is, first, to determine the validity of a simulation game as a method of teaching and an instrument for the development of reasoning and, second, to study the relationship between learning and students' behavior toward games. The participants were college students in a History of International Relations course, with two…
Descriptors: Experimental Groups, Control Groups, Cognitive Style, Educational Games
Akcaoglu, Mete; Kale, Ugur – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Engagement in game design tasks can help preservice teachers develop pedagogical and technical skills for teaching and promoting critical thinking and problem-solving skills. Through the design process, preservice teachers not only exercise critical-thinking and problem-solving skills, but also learn about an instructional method to support their…
Descriptors: Games, Educational Games, Computer Games, Preservice Teachers
Chik, Alice – Changing English: Studies in Culture and Education, 2014
Since the introduction of iPads in 2010, the sales of tablet computers and mobile applications (apps) have grown exponentially. iPads and other tablets are marketed as learning tools, and many apps target learners as young as six months old. This article reports on a research project examining the unique features of English learning apps based on…
Descriptors: Teaching Methods, Computer Oriented Programs, English (Second Language), Parent Child Relationship
Skiada, Roxani; Soroniati, Eva; Gardeli, Anna; Zissis, Dimitrios – Themes in Science and Technology Education, 2014
Dyslexia is one of the most common learning difficulties affecting approximately 15 to 20 per cent of the world's population. A large amount of research is currently being conducted in exploring the potential benefits of using Information & Communication Technologies as a learning platform for individuals and especially children with such…
Descriptors: Dyslexia, Learning Disabilities, Children, Computer Oriented Programs
Brazier, Randolph James – Australian Journal of Environmental Education, 2014
Significant progress has been made with respect to Education for Sustainable Development (ESD) in tertiary education institutions, particularly universities. There are also examples of ways in which sustainability has been incorporated into secondary schools and curricula, but with varying levels of success. ESD that has been incorporated in…
Descriptors: Environmental Education, Sustainability, Sustainable Development, Secondary School Students
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2014
The "2014 NMC Technology Outlook for Brazilian Universities: A Horizon Project Regional Report" reflects a collaborative research effort between the New Media Consortium (NMC) and Saraiva to help inform education leaders in Brazil about significant developments in technologies supporting teaching, learning, and creative inquiry in higher…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Technology Integration
Camp, Kerri M.; Avery, Sherry; Lirely, Roger – Journal of Instructional Pedagogies, 2012
Previous literature has discussed the use of cooperative and experiential learning as a means of augmenting student involvement in the learning process. Teamwork has been one method of employing cooperative learning and having students play games has been used extensively in experiential learning approaches. Often the two pedagogies are employed…
Descriptors: Cooperative Learning, Experiential Learning, Student Developed Materials, Educational Games
Clyde, Jerremie; Wilkinson, Glenn R. – History Teacher, 2012
The gamic mode is an innovative way of authoring scholarly history that goes beyond the printed text or digital simulations by using digital game technologies to allow the reader to interact with a scholarly argument through meaningful choice and trial and error. The gamic mode makes the way in which the past is constructed as history explicit by…
Descriptors: Foreign Countries, History, Scholarship, Epistemology
Denham, Andre – ProQuest LLC, 2012
This study purposed to determine the effect of an endogenously designed instructional game on conceptual understanding of the associative and distributive properties of multiplication. Additional this study sought to investigate if performance on measures of conceptual understanding taken prior to and after game play could serve as predictors of…
Descriptors: Educational Games, Concept Formation, Mathematical Concepts, Multiplication
del Blanco, Angel; Torrente, Javier; Marchiori, Eugenio J.; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2012
The integration of educational video games in educational settings in general, and e-learning systems in particular, can be challenging for educators. We propose a framework that aims to facilitate educators' participation in the creation and modification of courses that use educational games. Our approach addresses problems identified by previous…
Descriptors: Educational Games, Management Systems, Instructional Design, Electronic Learning
Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games

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