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Glass, John F. – 1976
A simulation game of strategy relating to alternate confession choices of two prisoners is described. The game, Prisoner's Dilemma, is designed to help participants learn about trust, cooperation, competition, intergroup dynamics, and their own life role and feelings. Three choices are offered at the beginning of the game to two prisoners, held…
Descriptors: Affective Objectives, Case Studies, Class Activities, Decision Making
Care, Jean-Marc; Richard, Christian – Francais dans le Monde, 1986
In response to the recent emphasis on communicative skills and simulation in the language class, a new approach brings the techniques of dramatic improvisation into the classroom. (MSE)
Descriptors: Class Activities, Classroom Communication, Classroom Techniques, Communicative Competence (Languages)
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Wardle, Michael – Mathematics in School, 1984
Some specific uses of microcomputers in mathematics instruction are presented. Included are examples for generating data and patterns, checking, practice of various types, developing understanding, comparing results, simulation of experiments, introducing new ideas, solving problems, and extending into new areas. Brief computer programs are given.…
Descriptors: Algebra, Computer Assisted Instruction, Computer Simulation, Estimation (Mathematics)
Nelson, Wayne A.; Wellings, Paula; Palumbo, David; Gupton, Christine – 2001
In a project designed to provide training for entry-level job skills in high tech industries, a combination of narrative and technology was employed to aid learners in developing the necessary soft skills (dependability, responsibility, listening comprehension, collaboration, et cetera) sought by employers. The EnterTech Project brought together a…
Descriptors: Computer Assisted Instruction, Computer Oriented Programs, Computer Simulation, Entry Workers
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Windschitl, Mark – Journal of Science Education and Technology, 1997
Describes a study that examined the relationships in achievement between members of dyads who were paired according to epistemological maturity. Each dyad engaged in a photosynthesis simulation exercise. Also examines the relationship between individual students' epistemological maturity and their understanding of photosynthesis. Contains 24…
Descriptors: Biology, Computer Simulation, Computer Software, Computer Uses in Education
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Update on Law-Related Education, 1989
Presents dimensions of the drug issue through four lesson strategies for middle and secondary students. "Planning to Solve a School Drug Problem" focuses upon school responsibility. "Assessing Public Opinion: Views You Can Use" introduces surveys. "Conduct and Actions" simulates a drug possession case. "Case Study: Parents, Drugs, and Neglect"…
Descriptors: Case Studies, Controversial Issues (Course Content), Drug Education, Law Related Education
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King, Alan – Green Teacher, 1995
The object of this simulation game is to raise the average daily caloric intake of the inhabitants of Hondurica to the minimum level necessary for good health within 10 years. Players decide how to use limited resources to achieve the goal while tracking the impact of decisions year to year. (LZ)
Descriptors: Agricultural Production, Development, Economic Development, Educational Games
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Pahl, Ronald H. – Social Studies, 1991
Offers an evaluation of the computer simulation game "SimCity." Suggests possible uses for the game at different age and experience levels. Recommends the program as challenging, humorous, and an excellent aid in teaching about the problems and solutions facing city government. Explains that students serve as public officials. (DK)
Descriptors: Citizenship Education, City Government, City Officials, Computer Assisted Instruction
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Ngoh-Khang, Goh; Lian-Sai, Ghia – Science Activities, 1992
Describes a simulation of chemical reactions to help students understand factors that affect the rates of chemical reactions. (PR)
Descriptors: Chemical Reactions, Chemistry, High Schools, Kinetic Molecular Theory
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Burlbaw, Lynn Matthew – Social Studies, 1991
Provides a way to enliven the classroom lecture by involving students in the lecture. Students role-play characters in the teacher's lecture becoming active learners through participation. Students learn their roles and make decisions based on the lecture situation presented. Provides an example unit on the growth of big business in U.S. history…
Descriptors: Class Activities, Concept Teaching, Elementary Secondary Education, Instructional Innovation
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Hartel, Hermann – Journal of Science Education and Technology, 2000
Discusses xyZET, a simulation program that allows 3D-space in numerous experiments in basic mechanics and electricity and was developed to support physics teaching. Tests course material for 11th grade at German high schools under classroom conditions and reports on their stability and effectiveness. (Contains 15 references.) (Author/YDS)
Descriptors: Computer Simulation, Computer Uses in Education, Foreign Countries, Grade 11
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Prosser, Dominic; Eddisford, Susan – Information Technology in Childhood Education Annual, 2004
This paper examines children's and adults' attitudes to virtual representations of museum objects. Drawing on empirical research data gained from two web-based digital learning environments. The paper explores the characteristics of on-line learning activities that move children from a sense of wonder into meaningful engagement with objects and…
Descriptors: Museums, Web Sites, Exhibits, Learning Activities
Hughes, Katherine L.; Golann, Joanne Wang – Institute on Education and the Economy, Columbia University, 2007
Virtual Enterprises International (VE) is a high school program that teaches students about business through task-oriented and hands-on coursework. With the assistance of a coordinator and business mentors, VE students create and oversee a virtual firm, conducting business with other virtual firms nationally and internationally. The program…
Descriptors: Teaching Methods, Learning Activities, Economics Education, Program Effectiveness
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Abrahamson, Dor; Janusz, Ruth M.; Wilensky, Uri – Journal of Statistics Education, 2006
ProbLab is a probability-and-statistics unit developed at the Center for Connected Learning and Computer-Based Modeling, Northwestern University. Students analyze the combinatorial space of the 9-block, a 3-by-3 grid of squares, in which each square can be either green or blue. All 512 possible 9-blocks are constructed and assembled in a "bar…
Descriptors: College School Cooperation, Grade 6, Scientific Concepts, Middle School Students
Potts, JoAnne; Stover, Carolyn – 1988
This module is intended for use by the instructor who wishes to integrate a unit on telecommunications into an Introduction to Business course. Contents include a list of materials needed to teach the unit, a list of competency goals and objectives, and some materials necessary for the three parts of this module: an introduction to…
Descriptors: Business Education, Competency Based Education, Computer Simulation, Databases
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