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Ray, Beverly B.; Powell, Angiline; Jacobsen, Brenda – Journal of Digital Learning in Teacher Education, 2014
Despite their popularity with learners, many K-12 teachers are reluctant to use video games as learning tools. Addressing issues surrounding this reluctance is important since the educational use of video games is supported by learning theory and an emerging research base. Specifically, this study adopts exploratory research as a means to examine…
Descriptors: Video Games, Educational Technology, Teaching Methods, Technology Uses in Education
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Cowley, Benjamin; Ravaja, Niklas – Cogent Education, 2014
Motivated by the link between play and learning, proposed in literature to have a neurobiological basis, we study the electroencephalogram and associated psychophysiology of "learning game" players. Forty-five players were tested for topic comprehension by a questionnaire administered before and after solo playing of the game Peacemaker…
Descriptors: Diagnostic Tests, Questionnaires, Games, Classification
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Herrero, David; del Castillo, Héctor; Monjelat, Natalia; García-Varela, Ana Belén; Checa, Mirian; Gómez, Patricia – Journal of New Approaches in Educational Research, 2014
Scientific literacy is more than the simple reproduction of traditional school science knowledge and requires a set of skills, among them identifying scientific issues, explaining phenomena scientifically and using scientific evidence. Several studies have indicated that playing computer games in the classroom can support the development of…
Descriptors: Evolution, Biology, Scientific Literacy, Computer Games
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Majgaard, Gunver – Electronic Journal of e-Learning, 2014
A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…
Descriptors: Design, Computer Games, Programming, Computer Science Education
Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…
Descriptors: Identification, Misconceptions, Scoring Rubrics, Educational Games
Kerr, Deirdre Song – ProQuest LLC, 2014
Educational video games have the potential to be used as assessments of student understanding of complex concepts. However, the interpretation of the rich stream of complex data that results from the tracking of in-game actions is so difficult that it is one of the most serious blockades to the use of educational video games or simulations to…
Descriptors: Video Games, Educational Games, Data Collection, Data Analysis
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Ball, Stephen; Kovarik, Jessica; Leidy, Heather – Physical Educator, 2015
The Active and Healthy School Program (AHS) can be used to alter the culture and environment of a school to help children make healthier choices. The purpose of this study was to determine the effectiveness of AHS to increase physical activity while decreasing total screen time, increase healthy food choices, and improve knowledge about physical…
Descriptors: Health Promotion, Physical Activity Level, Program Effectiveness, Life Style
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Gellar-Goad, T. H. M. – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
This article outlines an innovative approach to the instruction of foreign languages: a term-long role-playing game in the style of tabletop role-playing games such as "Dungeons & Dragons." Students adopt personas, avatars, or "player characters" and take them through adventures, exploration, puzzles, and fights with…
Descriptors: Second Language Instruction, Role Playing, Educational Games, Undergraduate Study
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Rees, Carol Ann Butler – International Journal for Leadership in Learning, 2015
The decline of young peoples' interest in science & technology education in western counties is causing concern worldwide. To help change this situation teachers need to take a leadership role in designing innovative approaches for engaging students with science curriculum in schools. Here I report on an action research study to examine…
Descriptors: Scientific Literacy, Video Games, Educational Games, Learner Engagement
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Rostejnska, Milada; Klimova, Helena – Journal of Chemical Education, 2011
"AZ-Quiz" and "Jeopardy!" are popular television shows and serve as the basis for in-class games designed to support and diversify chemistry instruction at the high school level. Both games were created in Microsoft PowerPoint, which is an easily accessible and controllable instrument that enables the creation of engaging animation. The use of…
Descriptors: Biochemistry, Educational Games, Video Games, Educational Technology
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Anderson, John R.; Bothell, Daniel; Fincham, Jon M.; Anderson, Abraham R.; Poole, Ben; Qin, Yulin – Journal of Cognitive Neuroscience, 2011
Part- and whole-task conditions were created by manipulating the presence of certain components of the Space Fortress video game. A cognitive model was created for two-part games that could be combined into a model that performed the whole game. The model generated predictions both for behavioral patterns and activation patterns in various brain…
Descriptors: Video Games, Brain, Neurological Organization, Models
Liming, Drew; Vilorio, Dennis – Occupational Outlook Quarterly, 2011
Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…
Descriptors: Video Games, Development, Occupational Information, Employment Opportunities
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Bauer, Erin; Ogg, Clyde – Journal of Extension, 2011
The trend toward encouraging adoption of Integrated Pest Management (IPM) in schools has increased in the last decade. Because IPM helps reduce risk of human pesticide exposure, reduce allergens and asthma triggers, save energy, and protect the environment, it's essential that IPM awareness continue not only with current school administrators,…
Descriptors: Educational Games, Video Games, Child Health, Human Body
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Çelik, Pinar; van Beest, Ilja; Lammers, Joris; Bekker, Marrie – International Journal of Developmental Science, 2013
The present study investigated the role of control as a moderator in reaction to ostracism among male violent offenders diagnosed with ASPD (N = 33) compared to a control sample consisting of males from the normal population without a known history of violence, or diagnosis of ASPD, matched for age and educational level (N = 35). Participants…
Descriptors: Violence, Criminals, Antisocial Behavior, Personality Problems
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Margino, Megan – Public Services Quarterly, 2013
The Future Voices in Public Services column is a forum for students in graduate library and information science programs to discuss key issues they see in academic library public services, to envision what they feel librarians in public service have to offer to academia, to tell of their visions for the profession, or to tell of research that is…
Descriptors: Academic Libraries, Information Literacy, Library Instruction, Information Science Education
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