NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 211 to 225 of 335 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Yang, Stephen; Smith, Brian; Graham, George – Innovate: Journal of Online Education, 2008
Stephen Yang, Brian Smith, and George Graham explore the potential of exergames as a tool to combat the growing problem of childhood and adolescent obesity. Exergames rely on sensing technology that allows on-screen activity to be controlled through physical activity, rather than through operation of a handheld controller. Researchers frequently…
Descriptors: Physical Education, Cues, Obesity, Physical Activities
Peer reviewed Peer reviewed
Direct linkDirect link
Moshirnia, Andrew; Israel, Maya – Journal of Interactive Learning Research, 2010
Despite the increasing popularity of many commercial video games, this popularity is not shared by educational video games. Modified video games, however, can bridge the gap in quality between commercial and education video games by embedding educational content into popular commercial video games. This study examined how different information…
Descriptors: Educational Games, Video Games, Change, Industry
Peer reviewed Peer reviewed
Direct linkDirect link
Piirainen-Marsh, Arja; Tainio, Liisa – Modern Language Journal, 2009
This article offers an empirically based contribution to the growing body of studies using Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and through interaction. Building on a sociointeractional view of learning as grounded in the structures of participation in social activities, we apply CA methods to…
Descriptors: Video Games, Vocabulary Development, Second Language Learning, Interaction
Peer reviewed Peer reviewed
Direct linkDirect link
De Lucia, Andrea; Francese, Rita; Passero, Ignazio; Tortora, Genoveffa – Computers & Education, 2009
Video games and new communication metaphors are quickly changing today's young people habits. Considering the actual e-learning scenarios, embedded in a fully technological enabled environment it is crucial to take advantage of this kind of capabilities to let learning process gain best results. This paper presents a virtual campus created using…
Descriptors: Video Games, Cooperative Learning, Virtual Classrooms, Teacher Student Relationship
Vendlinski, Terry P.; Delacruz, Girlie C.; Buschang, Rebecca E.; Chung, Gregory K. W. K.; Baker, Eva L. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
The evaluation of educational interventions requires assessments that consistently (reliably) produce data from which accurate (valid) inferences about the test subjects can be made for some stated purpose. Despite codified definitions of all these terms, there remains vibrant debate about the assessment design process and how measures of…
Descriptors: Learning Theories, Student Evaluation, Educational Research, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Pelletier, Caroline; Burn, Andrew; Buckingham, David – E-Learning and Digital Media, 2010
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible as a game text: how it claims to be literate in the context of an after-school game-making club.…
Descriptors: Creativity, Journalism Education, Popular Culture, Media Literacy
Peer reviewed Peer reviewed
Direct linkDirect link
Dittmer, Jason – International Research in Geographical and Environmental Education, 2010
This paper addresses the potential for increased deployment of immersive virtual worlds in higher geographic education. An account of current practice regarding popular culture in the geography classroom is offered, focusing on the objectification of popular culture rather than its constitutive role vis-a-vis place. Current e-learning practice is…
Descriptors: Teaching Methods, Electronic Learning, Geography Instruction, Constructivism (Learning)
Jenson, Jennifer; De Castell, Suzanne – Education Canada, 2008
As professors working in faculties of education for the past ten years researching digital gameplay and the design and development of games for education, the authors have often been asked whether digital games are good or bad for children. The discourse of good/bad is a slippery one and the authors believe that digital games, like television,…
Descriptors: Play, Imitation, Computers, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Weir, Kimberly; Baranowski, Michael – Simulation & Gaming, 2011
To understand world politics, one must appreciate the context in which international systems develop and operate. Pedagogy studies demonstrate that the more active students are in their learning, the more they learn. As such, using computer simulations can complement and enhance classroom instruction. CIVILIZATION is a computer simulation game…
Descriptors: Computer Simulation, Active Learning, International Relations, Political Issues
Peer reviewed Peer reviewed
Direct linkDirect link
DeVane, Ben; Durga, Shree; Squire, Kurt – E-Learning and Digital Media, 2010
Over the past several years, educators have been exploring the potential of immersive interactive simulations, or video games for education, finding that games can support the development of disciplinary knowledge, systemic thinking, the production of complex multimodal digital artifacts, and participation in affinity spaces or sites of collective…
Descriptors: Demand Occupations, Labor Needs, Leadership, Thinking Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Wohlwend, Karen E. – Language Arts, 2010
This article draws upon the cinematic, fictional portrayal of Avatars as a metaphor to show how young children are positioned in similar ways in relation to technology and nature. The authors discuss children as digital natives growing up in brave new virtual worlds, but also as vulnerable innocents who are specially attuned to--and in need…
Descriptors: Literacy, Figurative Language, Young Children, Emergent Literacy
Peer reviewed Peer reviewed
Direct linkDirect link
Hogue, Andrew; Kapralos, Bill; Desjardins, Francois – Interactive Technology and Smart Education, 2011
Purpose: Problem/project-based-learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the students' future career. The PBL approach has been adopted for over four decades in such fields as medicine and engineering and studies have demonstrated that…
Descriptors: Foreign Countries, Computer Science Education, Information Technology, Laptop Computers
Peer reviewed Peer reviewed
Direct linkDirect link
Bean, Thomas E.; Sinatra, Gale M.; Schrader, P. G. – Journal of Science Education and Technology, 2010
The use of computer simulations as educational tools may afford the means to develop understanding of evolution as a natural, emergent, and decentralized process. However, special consideration of developmental constraints on learning may be necessary when using these technologies. Specifically, the essentialist (biological forms possess an…
Descriptors: Misconceptions, Models, Evolution, Bias
Peer reviewed Peer reviewed
Direct linkDirect link
Alexander, Jonathan – College Composition and Communication, 2009
This article explores the literacy narratives of two "gamers" to demonstrate the kinds of literacy skills that many students actively involved in computer and video gaming are developing during their play. This analysis becomes part of a larger claim about the necessity of re-visioning the place of gaming in composition curricula.…
Descriptors: Writing (Composition), Writing Instruction, College Instruction, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Lacasa, Pilar; Martinez, Rut; Mendez, Laura – Linguistics and Education: An International Research Journal, 2008
The general aim of this paper is to examine how videogames, supported by conversations and theatrical performances in the classroom, can contribute to the development of narrative thought as present in written compositions in various contexts. Given that one of the primary ecological influences on children is the mass media, we discuss how media…
Descriptors: Video Games, Action Research, Research Methodology, Mass Media
Pages: 1  |  ...  |  11  |  12  |  13  |  14  |  15  |  16  |  17  |  18  |  19  |  ...  |  23