NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 91 to 105 of 4,998 results Save | Export
Michelle Kaput Benedicta – ProQuest LLC, 2021
This study explores the experience of Generation X women who play casual video games on mobile devices (e. g., smartphones and tablets), and draws connections to learning and literacy, particularly in the areas of New Literacies, the New Literacy Studies, and semiotic literacy. Data was gathered from in-depth, semi-structured interviews with five…
Descriptors: Age Groups, Handheld Devices, Games, Females
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Pamukcu, Bahattin Selim; Çakir, Hasan – Journal of Learning and Teaching in Digital Age, 2021
To increase the benefits of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies…
Descriptors: Exercise, Games, Game Based Learning, Program Development
Peer reviewed Peer reviewed
Direct linkDirect link
Kumar, Abhilasha A.; Steyvers, Mark; Balota, David A. – Cognitive Science, 2021
Considerable work during the past two decades has focused on modeling the structure of semantic memory, although the performance of these models in complex and unconstrained semantic tasks remains relatively understudied. We introduce a two-player cooperative word game, Connector (based on the boardgame Codenames), and investigate whether…
Descriptors: Semantics, Recall (Psychology), Cooperative Learning, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Joshua Gabai; Matthew Berland – International Journal of Designs for Learning, 2021
In this design case, we describe The Handwavey Game (Handwavey)--a tabletop, cooperative role-playing game created to study how people can come to converge on novel physical gestures around meaning. In Handwavey, players are novice wizards who cast spells through signaling abstract images with hand movements: success is rewarded in-game and…
Descriptors: Games, Nonverbal Communication, Design, Research Methodology
Peer reviewed Peer reviewed
Direct linkDirect link
E. Schreuders; M. Buuren; R. J. Walsh; H. Sijtsma; M. Hollarek; N. C. Lee; L. Krabbendam – Child Development, 2024
Longitudinal changes in trusting behavior across adolescence and their neural correlates were examined. Neural regions of interest (ROIs) included the medial prefrontal cortex (mPFC), dorsal anterior cingulate cortex (dACC), left anterior insula (AI), bilateral ventral striatum (VS), and right dorsal striatum (DS). Participants (wave 1 age: M =…
Descriptors: Early Adolescents, Adolescents, Age Differences, Trust (Psychology)
Peer reviewed Peer reviewed
Direct linkDirect link
Rebekah Reysen; Richard Balkin; Amanda Winburn – College Teaching, 2024
The purpose of this study was to explore the relationship between academic entitlement, gaming, addiction, and life balance. College students (n = 230) on academic probation (cumulative GPA < 2.0) enrolled at a large, public southern university participated in the study. We were able to successfully predict entitlement using life balance…
Descriptors: Expectation, Games, Addictive Behavior, College Students
Peer reviewed Peer reviewed
Direct linkDirect link
Erik S. Godinez; Denys Brand; Caio F. Miguel; Becky Penrod – Journal of Applied Behavior Analysis, 2024
Although feedback is a widely used intervention for improving performance, it is unclear what characteristics individuals prefer and what is necessary for it to be effective. The purpose of this study was to systematically extend Simonian and Brand (2022) by addressing the limitations of the study and adding a best-treatment phase. During an…
Descriptors: Feedback (Response), Error Correction, Games, Preferences
Peer reviewed Peer reviewed
Direct linkDirect link
Cantrell, Megan S.; Stedman, Nicole L. P. – New Directions for Student Leadership, 2022
Games allow adult facilitators to develop youth participants' leadership learning in a meaningful and educational way. When working with youth as the audience there are particular elements that need to be considered to guarantee applicable leadership development. This article discusses the model of youth leadership development, youth-specific…
Descriptors: Leadership Training, Youth Leaders, Adults, Facilitators (Individuals)
Peer reviewed Peer reviewed
Direct linkDirect link
Szczepanska, Timo; Antosz, Patrycja; Berndt, Jan Ole; Borit, Melania; Chattoe-Brown, Edmund; Mehryar, Sara; Meyer, Ruth; Onggo, Stephan; Verhagen, Harko – International Journal of Social Research Methodology, 2022
GAM, combining games and agent-based models, shows potential for investigating complex social phenomena. Games offer engaging environments generating insights into social dynamics, perceptions, and behaviours, while agent-based models support the analysis of complexity. Games and agent-based models share the important ability both to input and…
Descriptors: Games, Design, Models, Social Influences
Peer reviewed Peer reviewed
Direct linkDirect link
DeLegge, Anthony; Kaur, Manmohan – PRIMUS, 2023
Mathematics is not just the queen of the sciences; it permeates through art, commerce, and in fact, every aspect of modern life. However, while we as mathematicians see beauty in the mathematical way of thinking and problem-solving, our students tend to think of mathematics as a set of rules and abstract computations. Our pleasure of doing…
Descriptors: Mathematics Education, Humanities, Student Attitudes, Liberal Arts
Peer reviewed Peer reviewed
Direct linkDirect link
André, Mauro H. – Journal of Physical Education, Recreation & Dance, 2023
Teaching new games among children should not be a new practice to many of students and yet, it does not mean that they will be able to do it well. Therefore, the teaching strategy of Learn-Teach-Play (LTP) seeks to create a simple three stage process in which students will practice their teaching and watch others model the same practice,…
Descriptors: Games, Teaching Methods, Learning Activities, Peer Teaching
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Baskonus, Turan – International Journal of Curriculum and Instruction, 2023
The use of the game in the educational process depends on the attitude of the teachers towards the game. Attitudes are important as a guide in understanding the behavior of individuals. The purpose of this research is to describe the attitudes of teacher candidates towards playing games containing physical activity. In the research, the scanning…
Descriptors: Foreign Countries, Preservice Teachers, Physical Activities, Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ergün, Erman; Gözler, Alpaslan – African Educational Research Journal, 2020
The primary purpose of this research is to ascertain the opinions of the teachers who attended the in-service training of mind games arranged by the Ministry of National Education and conducted the mind games course. To achieve this goal, the answer to the question, "What are the reasons why teachers do or do not prefer mind games?" was…
Descriptors: Teacher Attitudes, Opinions, Game Based Learning, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Lyford, Alex; Czekanski, Michael – Teaching Statistics: An International Journal for Teachers, 2020
Students are typically introduced to probability through calculating simple events like flipping a coin. While these calculations can be done by hand, more complex probabilistic events, both in class and in the real world, require the use of computers. In this paper, we introduce a new tool--an R shiny web app and associated CRAN package based on…
Descriptors: Probability, Games, Simulation, Mathematics Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Rochat, Shékina; Armengol, Jérôme – Journal of Career Development, 2020
Video games are becoming ubiquitous in Western societies. However, this virtual leisure has received little attention from researchers in career counseling, leaving career counselors relatively unprepared to work with video game players. In this article, we propose three types of interventions to capitalize on the benefits of playing video games…
Descriptors: Video Games, Career Counseling, Intervention, Transfer of Training
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  334