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Hall, Ralph L. – 1983
The game of chess is recommended as a school activity. In addition to requiring that individuals become actively involved in a mentally demanding competition, its effects are stimulating, wholesome, and healthy. Several benefits accrue from the teaching and promoting of chess in schools. Chess limits the element of luck (teaching the importance of…
Descriptors: Competition, Educational Games, Elementary Secondary Education, Learning Activities
Gower, Linda A.; And Others – 1987
Rapoport and Chammah's (1965) Prisoner's Dilemma (PD) game research and Vinacke's (1959) parchisi board game research revealed that players used various strategies to reach their desired outcomes. The researchers ascribed the strategy variations to gender differences. A study was conducted which replicated Vinacke's parchisi board game and…
Descriptors: Achievement Need, Cognitive Style, College Students, Games
Adamson, Eadie – 1988
This paper provides guidelines and programming commands for using LogoWriter activity cards in game-writing as a way to develop student programming skills. Suggestions are made for the specific activity cards to use, and solutions are provided for some of the problems that were most frequently encountered by the author's students as they worked on…
Descriptors: Class Activities, Computer Games, Computer Software, Microcomputers
Peer reviewed Peer reviewed
Norman, Max C. – Australian Mathematics Teacher, 1973
A game is presented in which computation by a stepping-stone method is used to solve minimax problems. An additional application of this game is used for finding the Pearson correlation coefficient by non-parametric techniques. The game provides considerable computational practice as well as a motivational problem solving situation. (JP)
Descriptors: College Mathematics, Computation, Games, Instructional Materials
Naylor, Jay H. – Journal of Physical Education and Recreation, 1975
The article argues that physical education must make more use of games that involve risk and challenge if it is to develop youthful self-confidence and independence. (CD)
Descriptors: Games, Group Dynamics, Physical Education, Physical Education Facilities
Smith, Charles D.; Prather, Samuel – Journal of Physical Education and Recreation, 1975
The article describes group games which physical education teachers can use to encourage cooperative problem solving, risk taking, and trust among participants, rather than competition. (CD)
Descriptors: Credibility, Games, Group Activities, Group Dynamics
Cycenas, Frank – Gifted Child Today (GCT), 1987
The bibliography lists 101 resources dealing with creativity and creative development. Age levels range from under 12 years to adult. Approaches include "how-to" literature and technical information. Areas covered include art, advertising, problem solving, use of tools, use of materials, use of mediums, use of color, techniques, format, and…
Descriptors: Adults, Books, Creativity, Disabilities
Jones, Lesley – Simulation/Games for Learning, 1984
Describes the Food and Health Policy Game, an educational board game designed primarily for community health physicians and health education officers, to show how a food and health policy might be implemented to promote healthy diets and preventive medicine by the National Health Service. (MBR)
Descriptors: Decision Making, Dietetics, Educational Games, Health Needs
Ahl, David H. – Creative Computing, 1984
Evaluates 25 software packages (consisting of more than 40 individual programs), all aimed at one or another facet of mathematics learning. Title, source, current price, and detailed review (indicating the educational quality of the package) are included for each entry. (JN)
Descriptors: Computer Software, Drills (Practice), Educational Games, Elementary Secondary Education
Gordon, Jack – Training, 1985
Describes "Looking Glass," the Financial Services Industry, and other simulations for management training seminars. The article examines how the games teach decision making and allow participants to become involved. It also discusses the future of computer-based training and the costs of such programs. (CT)
Descriptors: Computer Assisted Instruction, Decision Making, Management Development, Management Games
Cain, Jim – 2001
This handbook presents a collection of over 35 experiential and adventure-based activities using only a single item of equipment--a 15-foot long section of 1-inch tubular climbing webbing, called a raccoon circle. Some of the activities are quiet, some are loud, and they range from low to high challenge levels. Different-sized groups can be…
Descriptors: Adventure Education, Experiential Learning, Games, Group Activities
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
Walejko, Gina K.; Colon, Joseph L. – 2002
This guide presents games and activities on integrated pest management (IPM) for home targeting grades 1-7. The activities and games use a problem-solving approach based on pest knowledge to develop an understanding of pest management. Three cases are presented: (1) "Inspection is the Key to IPM Success" includes two…
Descriptors: Educational Games, Elementary Education, Environmental Education, Middle Schools
Alston, Alice; Maher, Carolyn – International Group for the Psychology of Mathematics Education, 2003
This report considers the reasoning of sixth grade students as they explore problem tasks concerning the fairness of dice games. The particular focus is the students' interactions, verbal and non-verbal, as they build and justify representations that extend their basic understanding of number combinations in order to model the outcome set of a…
Descriptors: Mathematics Education, Grade 6, Probability, Problem Solving
Peer reviewed Peer reviewed
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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