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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Crompton, Helen; Keane, Julie – Journal of Interactive Online Learning, 2012
The purpose of this study is to investigate the implementation of a whole school one-to-one iPod Touch project in a middle school in the southeastern United States. While some focused studies have been undertaken in this new field of learning, there has been little research to date that documents activity within a whole school implementation…
Descriptors: Middle Schools, Formative Evaluation, Focus Groups, Handheld Devices
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Curcic, Svjetlana – Multicultural Education & Technology Journal, 2011
Purpose: The purpose of this study is to examine the effectiveness of instruction in information problem solving within the world wide web (the web) environment. The participants were 20 seventh and eighth grade students with a learning disability (LD) in reading. An experimental pretest-posttest control group method was used to investigate the…
Descriptors: Learning Disabilities, Pretests Posttests, Prior Learning, Problem Solving