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Zhao, Yong – Principal, 2010
The dominant view of technology so far has been that it is a tool to help improve the teaching of traditional subjects--knowledge mostly about the local and physical world. But technology has created a new realm: the virtual world. It may not be physical or tangible, but the virtual world is indisputable and has a significant economy. If one…
Descriptors: Video Games, Educational Technology, Computer Simulation, Teaching Methods
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Shih, Ching-Hsiang; Shih, Ching-Tien; Chiang, Ming-Shan – Research in Developmental Disabilities: A Multidisciplinary Journal, 2010
This study assessed whether two persons with multiple disabilities would be able to control environmental stimulation using body swing (changing standing posture) and a Wii Balance Board with a newly developed standing posture detection program (i.e. a new software program turns a Wii Balance Board into a precise standing posture detector). The…
Descriptors: Stimulation, Intervention, Multiple Disabilities, Computers
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Ferguson, Christopher J.; Kilburn, John – Psychological Bulletin, 2010
The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression…
Descriptors: Violence, Video Games, Effect Size, Aggression
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White, Matthew M. – International Journal of Game-Based Learning, 2012
Contemporary digital games do little to help novice and disadvantaged players wanting to learn to play. The novice-expert divide is a significant barrierfor entry for disadvantaged groups who want to play digital games; this is especially true for women (Jenson, Fisher, & De Castell, 2011). In response to this problem, three new tutorial…
Descriptors: Design, Video Games, Computer Games, Barriers
Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed. – Peter Lang New York, 2012
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…
Descriptors: Socialization, Video Games, Epistemology, Multiple Literacies
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Biles, Melissa – Cultural Studies of Science Education, 2012
This response to Leah A. Bricker and Phillip Bell's paper, "GodMode is his video game name", examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning,…
Descriptors: Video Games, Social Environment, Learning Processes, STEM Education
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Zagal, Jose P.; Tomuro, Noriko; Shepitsen, Andriy – Simulation & Gaming, 2012
Natural language processing (NLP) is a field of computer science and linguistics devoted to creating computer systems that use human (natural) language as input and/or output. The authors propose that NLP can also be used for game studies research. In this article, the authors provide an overview of NLP and describe some research possibilities…
Descriptors: Literature Reviews, Research Tools, Computational Linguistics, Research Needs
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Hertlein, Katherine M.; Hawkins, Blendine P. – Qualitative Report, 2012
Although the challenges around participation in online gaming grow, gamers and their partners who experience online relationship issues related to gaming, present a new set of treatment challenges for therapists. In this article, we report on the findings of a hermeneutic research study aimed at evaluating the scholarly literature related to…
Descriptors: Marriage Counseling, Video Games, Literature Reviews, Journal Articles
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Grieshaber, Susan; Shield, Paul; Luke, Allan; Macdonald, Shelly – Journal of Early Childhood Literacy, 2012
The combined impact of social class, cultural background and experience upon early literacy achievement in the first year of schooling is among the most durable questions in educational research. Links have been established between social class and achievement but literacy involves complex social and cognitive practices that are not necessarily…
Descriptors: Social Class, Educational Research, Family Literacy, Emergent Literacy
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Tafazoli, Dara, Ed.; Gomez Parra, M. Elena, Ed.; Huertas-Abril, Cristina A., Ed. – IGI Global, 2018
The ability to effectively communicate with individuals from different linguistic and cultural backgrounds is an invaluable asset. Learning a second language proves useful as students navigate the culturally diverse world; however, studying a second language can be difficult for learners who are not immersed in the real and natural environment of…
Descriptors: Cultural Differences, Cultural Awareness, Culturally Relevant Education, Educational Technology
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Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar – IEEE Transactions on Learning Technologies, 2014
We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…
Descriptors: Computer Simulation, Video Games, Teaching Methods, Health Services
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Metcalf, Shari; Chen, Jason; Kamarainen, Amy; Frumin, Kim; Vickrey, Trisha; Grotzer, Tina; Dede, Chris – International Journal of Virtual and Personal Learning Environments, 2014
In incorporating technology in science education, some have expressed concern that the value added by technology is primarily due to the novelty or excitement about using the devices, resulting in no lasting effect on student motivation or learning in science. This research addresses this concern through evaluation of student motivation during a…
Descriptors: Student Motivation, Virtual Classrooms, Computer Uses in Education, Computer Simulation
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Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald – Education and Information Technologies, 2014
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Descriptors: Aging (Individuals), Intergenerational Programs, Video Games, Computer Games
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Mathur, Charu; Stigler, Melissa; Lust, Katherine; Laska, Melissa – Health Education & Behavior, 2014
Little is known about the complex patterning of weight-related health behaviors in 2-and 4-year college students. The objective of this study was to identify and describe unique classes of weight-related health behaviors among college students. Latent class analysis was used to identify homogenous, mutually exclusive classes of nine health…
Descriptors: Body Weight, Health Behavior, College Students, Two Year College Students
Dretzke, Beverly J.; Yap, Shannen – Center for Applied Research and Educational Improvement, 2015
Transforming Education Through the Arts and Media (TEAM) is an arts integration program based on the concept of the 21st century transliterate learner who acquires knowledge and interacts across a range of tools, platforms, and media. Over a period of four years, TEAM was implemented in seventh- and eighth-grade classrooms by the Center for…
Descriptors: Higher Education, Art Education, Interdisciplinary Approach, Program Effectiveness
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