NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 31 to 45 of 66 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
O'Rourke, John; Main, Susan; Ellis, Michelle – Technology, Pedagogy and Education, 2013
A Chinese proverb suggests "Tell me and I'll forget; show me and I may remember; involve me and I'll understand." How to involve or engage today's learner is at the forefront of much educational research and was the impetus for the study reported herein. This study explored the perceptions of Year 4/5 students from nine separate schools…
Descriptors: Foreign Countries, Mathematics Skills, Educational Research, Self Esteem
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Luo, Yi; Sun, Yan; Strobel, Johannes – Journal of International Students, 2013
This study examined how cultural background (collectivism vs. individualism) affects motor skill learning in a dyadic cooperative learning environment. The research context of this study was Nintendo™ Wii Tennis. Twenty college students from a Midwestern university participated in the study, among whom half were from an individualistic culture…
Descriptors: Cultural Background, Collectivism, Individualism, Cooperative Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Nyberg, Gunn; Meckbach, Jane – Physical Education and Sport Pedagogy, 2017
Background: A fundamental dimension of school physical education (PE) is arguably movement and movement activities. However, there is a lack of discussion in the context of PE regarding what can be called the capability to move in terms of coordinative abilities, body consciousness and educing bodily senses. Purpose: This article explores and…
Descriptors: Movement Education, Physical Education, Dance, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Petley, Rebecca; Parker, Guy; Attewell, Jill – International Journal of Game-Based Learning, 2011
The Mobile Learning Network currently in its third year, is a unique collaborative initiative encouraging and enabling the introduction of mobile learning in English post-14 education. The programme, funded jointly by the Learning and Skills Council and participating colleges and schools and supported by LSN has involved nearly 40,000 learners and…
Descriptors: Telecommunications, Educational Games, Technology Uses in Education, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Petley, Rebecca; Attewell, Jill; Savill-Smith, Carol – International Journal of Virtual and Personal Learning Environments, 2011
MoLeNET is a unique collaborative initiative, currently in its third year, which encourages and enables the introduction of mobile learning in English post 14 education via supported shared-cost projects. Mobile learning in MoLeNET is defined by MoLeNET as "The exploitation of ubiquitous handheld technologies, together with wireless and…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Skeffington, Alex; Scully, Kyle – Physics Teacher, 2012
This paper reviews the construction of an inexpensive motion tracking and data logging system, which can be used for a wide variety of teaching experiments ranging from entry-level physics courses to advanced courses. The system utilizes an affordable infrared camera found in a Nintendo Wiimote to track IR LEDs mounted to the objects to be…
Descriptors: Physics, Motion, Data Collection, Science Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Cai, Sean X.; Kornspan, Alan S. – Strategies: A Journal for Physical and Sport Educators, 2012
The physical activity patterns of students with disabilities have been studied in order to understand how much moderate and vigorous daily physical exercise is obtained. Literature suggests that students with disabilities are less physically active as compared to children without disabilities. As a result of being less physically active, these…
Descriptors: Adapted Physical Education, Exercise, Racquet Sports, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Wiemeyer, Josef; Schneider, Philipp – International Journal of Game-Based Learning, 2012
Considering the wide use of Serious Games in application fields like cognitive learning, health education and rehabilitation and the recent developments of sensor and interface technology it is surprising that applications to motor learning in sport are rare. The aim of this study is to examine whether a specific learning effect can be elicited by…
Descriptors: Psychomotor Skills, Motor Development, Educational Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Kondo, Mutsumi; Ishikawa, Yasushige; Smith, Craig; Sakamoto, Kishio; Shimomura, Hidenori; Wada, Norihisa – ReCALL, 2012
This paper reports a project in which researchers at universities in Japan explored the use of Mobile Assisted Language Learning (MALL) practices by developing a learning module intended to help improve students' scores on the TOEIC Listening and Reading Tests. MALL practices are currently being developed at universities in Japan because almost…
Descriptors: Foreign Countries, Internet, Teaching Methods, Informal Education
Peer reviewed Peer reviewed
Direct linkDirect link
Wittman, Grace – Journal of Extension, 2010
The "2005 Dietary Guidelines for Americans" and "Mypramid" recommend that children get 60 minutes of moderate level exercise each day. Obesity has become a serious health concern for children and adolescents. Idaho currently has an obesity rate of 10.1% for children ages 10-17. As a response to this, the Nintendo Wii was…
Descriptors: After School Programs, Video Games, Student Motivation, Physical Activities
Peer reviewed Peer reviewed
Direct linkDirect link
Reyher, Adam – Music Educators Journal, 2014
The field of music is constantly evolving, and technology is advancing at an unprecedented rate. To increase student interest in what is taught in the music classroom, lessons must invite eager participation. This is accomplished by being innovative with lessons--choosing to incorporate concepts that entice and please students while still…
Descriptors: Music Education, Popular Culture, Video Games, Music
Peer reviewed Peer reviewed
Rosenberg, Ellen – PTA Today, 1994
Parents must help their children distinguish between wants and needs and put them in a balanced perspective. Children need to learn to respect differences in people rather than base their judgments on socioeconomic status. The article suggests ways parents can grab teachable moments to reinforce their values and decisions. (SM)
Descriptors: Child Development, Consciousness Raising, Elementary School Students, Elementary Secondary Education
Peer reviewed Peer reviewed
Direct linkDirect link
Kooiman, Brian; Sheehan, Dwayne D. – International Journal of Game-Based Learning, 2015
Until recently exergaming was seldom a topic of research. The technology that makes exergaming possible was not available to consumers. In 2006, Nintendo released the Wii gaming system. This new system allowed for interactive physical movement beyond simple hand held play. The Wii system contained hardware and software that responded to movements…
Descriptors: Video Games, Exercise, Motion, Movement Education
Peer reviewed Peer reviewed
Direct linkDirect link
Madrigal, Osiel; Schreiber, Deborah – International Journal on E-Learning, 2011
This study provides empirical evidence that an information-age mindset exists; it is not necessarily age-specific; and it appears to be related to both the student's interaction with a digital environment over time, and the success or failure while online. Eight of ten identified information-age mindset attributes are significant, and represent…
Descriptors: Evidence, Electronic Learning, Distance Education, Online Courses
Peer reviewed Peer reviewed
Direct linkDirect link
Marston, Hannah R. – Educational Gerontology, 2013
There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected…
Descriptors: Older Adults, Computer Games, Surveys, Measures (Individuals)
Pages: 1  |  2  |  3  |  4  |  5