Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 3 |
Descriptor
Source
Author
| Gunter, Jock | 3 |
| Cornell, Joseph | 2 |
| Dennis, J. Richard | 2 |
| Leone, Peter | 2 |
| Mulcahy, Candace | 2 |
| Wilson, Michael | 2 |
| Adams, Paul C. | 1 |
| Allen, Richard | 1 |
| Atkinson, Francis D. | 1 |
| Baines, Liz | 1 |
| Bell, Terrel H. | 1 |
| More ▼ | |
Publication Type
Education Level
Audience
| Practitioners | 32 |
| Teachers | 16 |
| Administrators | 2 |
| Parents | 1 |
| Policymakers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Leone, Peter; Fink, Carolyn; Wilson, Michael; Mulcahy, Candace – National Technical Assistance Center for the Education of Neglected or Delinquent Children and Youth (NDTAC), 2018
This guide is a revised and updated edition of "Making It Count." This version contains much of the information from the earlier publication but also includes strategies for using project-based learning and Web-based instructional programs to support the development of mathematics proficiency for youth in short-term juvenile correctional…
Descriptors: Mathematics Instruction, Mathematics Skills, Youth, Juvenile Justice
Peer reviewedMarlowe, Mike – Teaching Exceptional Children, 1988
Kinesthetic learning experiences for reinforcing mildly handicapped preschool and elementary students' spelling vocabulary are described. Students make letters of the alphabet with their bodies and then spell words from vocabulary lists. Follow-up spelling activities include scrambled letters; spelling baseball; word families; rhyming; consonant…
Descriptors: Educational Games, Elementary Education, Kinesthetic Methods, Learning Activities
Watson, Michael; Allen, Richard – 1984
This paper describes the gaming techniques used at the University of San Francisco Counseling Center to enhance growth and to evaluate the training of professional and paraprofessional staff in the areas of crisis intervention, student services, and self-awareness. Gaming is defined as an exercise in which people either act as themselves or play…
Descriptors: College Students, Counseling Services, Educational Games, Evaluation Methods
Leone, Peter; Wilson, Michael; Mulcahy, Candace – National Evaluation and Technical Assistance Center for the Education of Children and Youth Who Are Neglected, Delinquent, or At-Risk, 2010
This guide is designed to support the development of mathematics proficiency for youth in short-term juvenile correctional facilities. Mathematics proficiency includes mastery and fluency in foundational numeracy; an understanding of complex, grade-appropriate concepts and procedures; and application of those competencies to solve relevant,…
Descriptors: Mathematics Instruction, Mathematics Skills, Youth, Juvenile Justice
Peer reviewedFetro, Joyce V.; Hey, David – Journal of School Health, 2000
Describes an instructional strategy that uses the format, procedures, and rules of the game show, "Who Wants To Be a Millionaire?" to teach health education. It helps students understand key health concepts previously presented in other formats and use critical thinking skills to determine appropriate options for potential success. The paper…
Descriptors: Creative Teaching, Educational Games, Elementary Secondary Education, Health Education
Dennis, J. Richard – 1979
This paper discusses computer simulation as a tool for teaching about phenomena characterized by a problem to be solved, a task or goal to be reached, a procedure to be learned, or an environment to be understood. Simulation is defined and characterized by an examination of both the attributes that are common to simulations, and a taxonomy…
Descriptors: Algorithms, Computer Assisted Instruction, Educational Games, Guidelines
Peer reviewedHenson, Kenneth T. – NASSP Bulletin, 1982
Reviews the literature concerning the advantages and uses of simulation games as a mode of instruction. Offers guidelines on developing such games for classroom use. Concludes that simulation games can increase student motivation, retention, and development of social skills. (Author/WD)
Descriptors: Educational Games, Elementary Secondary Education, Interpersonal Competence, Simulation
Peer reviewedLederman, Linda Costigan – Simulation & Gaming, 1992
Reviews the literature on debriefing and identifies the essential elements and phases of the debriefing process. A model for systematic assessment of debriefing is presented which consists of five sets of questions that focus on learning objectives, situational constraints, the debriefing strategy, implementation of the strategy, and the…
Descriptors: Educational Games, Evaluation Methods, Experiential Learning, Literature Reviews
Ellington, Henry – 1987
An overview of participative exercises of the game/simulation/case study type is provided, and seven distinct types of exercises are identified and briefly described; i.e., "pure" games; "pure" simulations; "pure" case studies; simulation games; games used as case studies; simulated case studies; and simulation games used as case studies. The…
Descriptors: Case Studies, Cognitive Objectives, Educational Games, Foreign Countries
Peer reviewedLocatis, Craig N.; Atkinson, Francis D. – Simulation and Games, 1981
Gives recommendations for training college and university faculty in the fundamentals of simulation design using short, concise training programs. Thirteen references are listed. (Author/LLS)
Descriptors: College Faculty, Design Requirements, Educational Games, Flow Charts
Tassia, Margaret – School Library Journal, 1979
Games have only recently been accepted as educational tools, but their potential value is yet to be realized. It is suggested that school library media specialists should investigate this method for actively involving students in the learning process. Game construction and a sample game are included. (Author/CMV)
Descriptors: Communications, Educational Games, Guidelines, Instructional Development
Eldredge, Bruce; Delp, Kenneth – Media and Methods, 1981
Discusses the diagnostic function and adaptability factor of computer-assisted instruction, computer-managed instruction, computer games, and computer simulations. (FL)
Descriptors: Computer Assisted Instruction, Computer Managed Instruction, Computers, Educational Diagnosis
Sullivan, Diane – Teaching PreK-8, 1994
Describes a word game developed by a sixth-grade teacher that has groups of students "bid on" and "buy" words, with the object of forming as many grammatically correct sentences as possible. Points are awarded based on sentence length, correct punctuation, and sentence type (simple, complex, or compound). (MDM)
Descriptors: Class Activities, Educational Games, Elementary Education, Grammar
McKee, Macey B. – MEXTESOL Journal, 1981
A classroom game designed to promote critical reading and critical thinking in the English as a second language (ESL) instructional setting is described. The game offers problems whose solutions require the use of language. Students are divided into teams facing a screen. They are shown a passage or dialogue while the teacher reads it aloud. Each…
Descriptors: Critical Reading, Critical Thinking, Educational Games, English (Second Language)
Dennis, J. Richard; And Others – 1979
This discussion of games--particularly computerized games--and their potential in schools addresses several topics: what games are, types of games (free-form, rigid-form, or open-form) and their educational applications, the role of games in learning, student participation in adapting existing games for computer presentation, and special classroom…
Descriptors: Class Activities, Computer Assisted Instruction, Educational Games, Game Theory


