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Showing 496 to 510 of 1,059 results Save | Export
Murphy, Pat; Lambertson, Lori; Tesler, Pearl – 2003
This book offers games and mathematics activities using a hands-on approach for middle school students and features games, puzzles, experiments, and projects. Contents include: (1) "Boxed In!"; (2) "Oddball"; (3) "Pig"; (4) "Madagascar Solitaire"; (5) "Fantastic Four"; (6) "Eratosthenes' Sieve"; (7) "Hopping Hundred"; (8) "Tic-Tac-Toe Times"; (9)…
Descriptors: Educational Games, Experiential Learning, Mathematics Activities, Mathematics Education
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Spaulding, Raymond E. – Mathematics Teacher, 1973
Tac Tix is a board game for two players having a mathematical optimum strategy for play. The strategy can be discovered by application of general problem solving techniques. (JP)
Descriptors: Experiential Learning, Games, Mathematical Enrichment, Mathematics Education
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Masalski, William J. – Mathematics Teacher, 1974
Descriptors: Discovery Learning, Experiential Learning, Geometric Concepts, Laboratory Procedures
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Piippo, Steven W. – Technology Teacher, 1989
Describes a materials science and technology course for high school students, which combines chemistry, physics, engineering, math, technology education, and crafts to introduce students to the atomic make-up and physical properties of materials and to apply this knowledge in creative activities. (SK)
Descriptors: Experiential Learning, Handicrafts, High Schools, Industrial Arts
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Schack, Gina D. – Educational Leadership, 1993
Teachers can help students "find" problems by brainstorming potential research ideas connected to interests they already have. Students of all ages can do descriptive, historical, experimental, correlational, and developmental research. Case, field, causal, and comparative research might be more successful with older students. Conducting real…
Descriptors: Brainstorming, Elementary Secondary Education, Experiential Learning, Problem Solving
Prouty, Dick – Zip Lines: The Voice for Adventure Education, 2000
Creativity is valued increasingly in business and education. Humor, fun, and play take the brain from a cognitive, rule-bound state to a more fluid state where the whole body can work on a problem while the "thinking mind" is relaxed. Vignettes demonstrate how adventure education stimulates creativity through play, fun, humor, and…
Descriptors: Adventure Education, Creativity, Educational Environment, Experiential Learning
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Valkeavaara, Tuija – Studies in Continuing Education, 1999
Stories of 20 experienced Finnish human resource developers illustrate how expertise is constructed through the experience of problem-solving situations. Communication, interaction, collaboration, and management involvement are sources of problem situations. Expertise is a flexible and inclusive state of mind, not the application of routine…
Descriptors: Constructivism (Learning), Experiential Learning, Foreign Countries, Human Resources
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Robinson, Muriel – Education + Training, 2001
Uses the example of a diploma in religious education course to explore what constitutes action learning. Concludes that, since students do not set their own agenda for growth and change and do not work on genuine problems resulting in real-world action, it is not action learning. However, experiential opportunities to challenge existing belief…
Descriptors: Educational Certificates, Experiential Learning, Foreign Countries, Higher Education
Duenker, Nicky – Pathways: The Ontario Journal of Outdoor Education, 1996
A learning activity designed for an Association of Experiential Educators workshop asked participants to lead their group through a maze symbolizing the obstacles and frustration encountered when implementing experiential education programs. Includes goals, set-up, sample presentation, and suggestions for debriefing participants. (LP)
Descriptors: Consciousness Raising, Educational Games, Experiential Learning, Faculty Development
Lucier, Todd – Pathways: The Ontario Journal of Outdoor Education, 2001
Creating towers of balanced stones is a versatile outdoor learning activity that can be experienced in the classroom, school yard, forest, or parking lot. Students discover hidden talents, learn to work and communicate clearly with others, and reconnect with the natural world. Several variations on the exercise are given, along with principles of…
Descriptors: Class Activities, Construction (Process), Creativity, Elementary Secondary Education
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Cooke, Lynne; Williams, Sean – Business Communication Quarterly, 2004
Client projects are an opportunity for universities to create long-lasting, mutually beneficial relationships with businesses through an academic consultancy service. This article discusses the rationale and logistics of two models for conducting such projects. One model, used at Clemson University, is a formal academic consultancy service in…
Descriptors: Business Communication, Problem Solving, Educational Opportunities, Higher Education
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Venables, Anne; Tan, Grace – Journal of Information Technology Education, 2007
Genetic algorithms (GAs) are a problem solving strategy that uses stochastic search. Since their introduction (Holland, 1975), GAs have proven to be particularly useful for solving problems that are "intractable" using classical methods. The language of genetic algorithms (GAs) is heavily laced with biological metaphors from evolutionary…
Descriptors: Feedback (Response), Constructivism (Learning), Genetics, Knowledge Representation
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Kurtz, Barry L. – Arithmetic Teacher, 1975
A game similar to Nim is described. Students in grades three through six have played the game in conjunction with the study of modular arithmetic,and have been able to develop winning strategies. (SD)
Descriptors: Elementary Education, Elementary School Mathematics, Experiential Learning, Games
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Troutman, Andria Price; Lichtenberg, Betty Plunkett – Mathematics Teacher, 1974
Five steps common to different problem solving models are listed. Next, seven specific abilities related to solving problems are discussed and examples given. Sample activities, appropriate to help in developing these specific abilities, are suggested. (LS)
Descriptors: Experiential Learning, Generalization, Instruction, Low Achievement
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Masalski, William J. – Arithmetic Teacher, 1978
This article considers three ways to incorporate active learning in the exploration of mathematics: organizing centers, open-ended tasks, and the solving of good problems. (MP)
Descriptors: Curriculum, Elementary Education, Elementary School Mathematics, Experiential Learning
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