Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Class Activities | 7 |
| Program Effectiveness | 7 |
| Educational Games | 5 |
| Teaching Methods | 3 |
| Academic Achievement | 2 |
| Competition | 2 |
| Disadvantaged Youth | 2 |
| Preschool Children | 2 |
| Simulation | 2 |
| Skill Development | 2 |
| Achievement Tests | 1 |
| More ▼ | |
Author
| De Vries, David L. | 1 |
| Green, Vicki A. | 1 |
| Karnes, Merle B. | 1 |
| Knox, Tony | 1 |
| Layne, Todd | 1 |
| Lee, Richard C. | 1 |
| McComas, Jennifer J. | 1 |
| Pennington, Brittany | 1 |
| Pillutla, Sharma | 1 |
| Rickel, Annette U. | 1 |
| Slavin, Robert E. | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 6 |
| Journal Articles | 4 |
| Reports - Descriptive | 1 |
| Reports - Evaluative | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
| Elementary Education | 1 |
| Higher Education | 1 |
| Postsecondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Does not meet standards | 1 |
Layne, Todd; Yli-Piipari, Sami; Knox, Tony – Education 3-13, 2021
The study examined the effectiveness of a 4-week classroom-based, technology-assisted physical activity break program on elementary students' reaction time, response inhibition control, and mathematics performance. Participants included 40 (8-9-year-old) elementary school students located in the mid-south United States (US) who were…
Descriptors: Physical Activities, Recess Breaks, Class Activities, Elementary School Students
Pennington, Brittany; McComas, Jennifer J. – Journal of Applied Behavior Analysis, 2017
The Good Behavior Game (GBG), a well-researched classroom group contingency, is typically played for brief periods of time, which raises questions about the effects on subsequent contexts. This study used a multiple baseline design and showed that when the GBG was implemented in one context, behavior improved in only that context. Behavior…
Descriptors: Educational Games, Class Activities, Student Behavior, Behavior Modification
PDF pending restorationGreen, Vicki A. – 1974
The report describes a study designed to ascertain the effectiveness of 12 board game simulations developed and used in a fifth grade Canadian history program. Questions examined include: 1) Does the use of board game simulations increase group participation and cultural, environmental, and historical awareness? 2) Does use of the games promote…
Descriptors: Academic Achievement, Achievement Tests, Affective Measures, Class Activities
Peer reviewedDe Vries, David L.; Slavin, Robert E. – Journal of Research and Development in Education, 1978
Teams-Games-Tournaments (TGT) is a classroom program which addresses the problems of student values, student diversity, and basic skills. This article describes: how TGT works, its origins, research to date, implications for teachers and researchers, how TGT is used in the classroom, and new directions for TGT. (Author/SJL)
Descriptors: Academic Achievement, Class Activities, Classroom Research, Competition
Rickel, Annette U.; And Others – 1981
To investigate the assumptions that interpersonal problem solving skills can be systematically taught to young children and that such skills mediate behavioral adjustment, 37 black, economically disadvantaged preschool age children participated in a year-long intervention project and a 6-month follow-up. Specifically, the study evaluated the…
Descriptors: Adjustment (to Environment), Aggression, Behavior Change, Black Youth
Thavikulwat, Precha; Pillutla, Sharma – Simulation & Gaming, 2004
This article reports on two studies that were conducted to determine whether (a) total enterprise simulations are suitable for assessing business skills and (b) the tournament concept can be effectively applied to such simulations. The first study involved 141 senior business students; the second, 74. The results are consistently favorable on both…
Descriptors: Simulation, Program Effectiveness, Business Skills, Learning Strategies
Karnes, Merle B.; Lee, Richard C. – 1978
A game-oriented curriculum was devised to promote the cognitive-language and social-emotional development of preschool children from low socioeconomic backgrounds. The Illinois Test of Psycholinguistic Abilities, supplemented by Guilford's Structure of the Intellect, served as models. The games included such materials as card packs, models and…
Descriptors: Class Activities, Cognitive Development, Conventional Instruction, Disadvantaged Youth

Direct link
