126,131 research outputs found

    The Power of Primary Schools to Change and Sustain Handwashing with Soap among Children: The Cases of Vietnam and Peru

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    World Bank Water and Sanitation Program's Global Scaling up Handwashing Project, funded by the Bill and Melinda Gates Foundation, is an effort to expand handwashing among women and children by using innovative promotional approaches. This working paper provides case studies of the project in Vietnam and Peru. Both used entertainment education and teacher capacity building, but as a result of differences in government and education contexts, as well as child-focused research that revealed important cultural differences, programs varied substantially among the two locations. In both cases, the primary school setting was found to be an effective site for improving handwashing

    Are Early Investments In Computer Skills Rewarded In The Labor Market?

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    The paper assesses the relationship between investments in computer skills by adolescents and earnings at age 26. The heaviest investors earned 9 to 16 percent more than otherwise equivalent NELS-88 classmates. The payoff to early computer skills was substantial in jobs involving intense and complex uses of computers; negligible when computers were not used at work. It was non-gaming use of computers outside of school that enhanced future earnings, not playing video/computer games—which lowered earnings. Children in low SES families invested less in computer skills and thus benefited less from the job opportunities generated by the digital revolution

    GameSense Interactions: Improving Guest Experience with Responsible Gaming

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    How do conversations about responsible gambling impact the employee and guest experience? With the implementation of GameSense and its strong ties to our loyalty marketing program, M life Rewards, MGM Resorts endeavors to answer that very question. Through focus groups research, interaction surveys, and on the ground conversations with casino employees, we are learning a lot about our innovative approach to responsible gambling. During this lightning talk, Director of Responsible Gaming, Richard Taylor, will provide a typical GameSense interaction, and a very brief summary about GameSense and why it\u27s critically important to make RG a focal point of guest experience

    Music History- Laugh and Learn

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    The project I have chosen aligns with my curriculum project and research. Data will be gathered on the effects of laughter in the classroom. This research will show that humor can motivate students as well as aide memory. Overall, the project should conclude that laughter aids in the learning process. This project has great importance in the field of education, especially music education. Students have come to memorize for the tests, soon forgetting what they have learned. Adding a fun twist on a class that will aide students in their first year of college may increase enrollment. This may also help teachers discover that within reason, laughter plays an important role in education

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    Endogenous fantasy and learning in digital games.

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    Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone (1981), exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning content is integrated into the fantasy context of the game. In particular, he claimed that content which is intrinsically related to the fantasy will produce better learning than that which is merely extrinsically related. However, this distinction between intrinsic and extrinsic (or endogenous and exogenous) fantasy is a concept that has developed a confused standing over the following years. This paper will address this confusion by providing a review and critique of the empirical and theoretical foundations of endogenous fantasy, and its relevance to creating educational digital games. Substantial concerns are raised about the empirical basis of this work and a theoretical critique of endogenous fantasy is offered, concluding that endogenous fantasy is a misnomer, in so far as the "integral and continuing relationship" of fantasy cannot be justified as a critical means of improving the effectiveness of educational digital games. An alternative perspective on the intrinsic integration of learning content is described, incorporating game mechanics, flow and representations

    v. 62, no. 8, March 24, 1994

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    Spartan Daily, November 28, 2001

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    Volume 117, Issue 60https://scholarworks.sjsu.edu/spartandaily/9765/thumbnail.jp

    Spartan Daily, May 8, 2002

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    Volume 118, Issue 67https://scholarworks.sjsu.edu/spartandaily/10639/thumbnail.jp

    Effective and Promising Summer Learning Programs and Approaches for Economically-Disadvantaged Children and Youth

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    Reviews research on summer learning program outcomes for low-income children and identifies the characteristics of effective programs such as experienced teachers, small groups, and fun activities. Finds reading and math achievement gains are possible
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