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Lyon, Betty Clayton – Arithmetic Teacher, 1990
One method of making magic squares using a prolongated square is illustrated. Discussed are third-order magic squares, fractional magic squares, fifth-order magic squares, decimal magic squares, and even magic squares. (CW)
Descriptors: Arithmetic, Creative Thinking, Educational Games, Elementary Education
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MacKinnon, Nick – Mathematics in School, 1989
Discusses making tessellations by using a polyomino. Illustrates the various ways for various shapes of polyomino. Provides several diagrams and instructional guides. (YP)
Descriptors: Educational Games, Mathematical Applications, Mathematical Enrichment, Mathematics
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Glashow, Sheldon Lee – Quantum, 1992
Describes "Bop," a game that considers solely the sequence of letters. Words are determined to be equivalent if different letters of one word become different letters in the other word in exactly the same order. Examples of four-, five-, and six-letter words and BOProblems are provided. (MDH)
Descriptors: Coding, Creative Activities, Creative Thinking, Educational Games
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Passig, David; Eden, Sigal – American Annals of the Deaf, 2000
A study investigated whether rotating three-dimensional objects using virtual reality would affect flexible thinking in 14 children (ages 8-11) with hearing impairments. Children played virtual 3-D Tetris individually, 15 minutes once weekly over 3 months. Before-and-after testing showed significantly improved flexible thinking in the experimental…
Descriptors: Adolescents, Children, Childrens Games, Computer Simulation
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Pillary, Hitendra; Brownlee, Joanne; Wilss, Lynn – Journal of Research on Computing in Education, 1999
A qualitative approach was used to examine the cognitive processes students engaged in while playing recreational computer games. Participants were 21 high school students. Results indicated that players practiced complex cognitive processes such as interpreting explicit and implicit information, inductive reasoning, metacognitive analysis, and…
Descriptors: Abstract Reasoning, Cognitive Processes, Computer Games, Critical Thinking
Gonsalves, Dotty; Lopez, Joan – Learning & Leading with Technology, 1998
Discusses teaching grade 1-8 students programming and complex problem-solving skills using MicroWorlds, a variation of LOGO. Discusses game programming and provides a MicroWorlds "Cat and Mouse" game-planning sheet. Argues that programming instruction fosters creativity, innovation, and patience. (PEN)
Descriptors: Active Learning, Computer Software Development, Computer Uses in Education, Creativity
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Lujan, Heidi L.; DiCarlo, Stephen E. – Advances in Physiology Education, 2006
The curriculum is packed with so much content that teachers resort to telling students what they know and students simply commit facts to memory. The packed curriculum leaves little time for students to acquire a deep understanding of the subject or to develop life-long skills such as critical thinking, problem solving, and communication. However,…
Descriptors: Teaching Methods, Curriculum, Active Learning, Educational Strategies
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Steiner, Hillary Hettinger – Gifted Child Quarterly, 2006
Many researchers have described cognitive differences between gifted and average-performing children. Regarding strategy use, the gifted advantage is often associated with differences such as greater knowledge of strategies, quicker problem solving, and the ability to use strategies more appropriately. The current study used microgenetic methods…
Descriptors: Developmental Psychology, Academically Gifted, Problem Solving, Models
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2012
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Instructional Design, Electronic Learning, Leadership
Brumbaugh, Doug – 1994
This resource book for algebra contains games, tricks, and quick activities for the classroom. Categories of activities include puzzlers, patterns, manipulatives, measurement, graphing, and a section that contains reproducible statement and value cards. Twenty one puzzle problems, four pattern activities, and 11 quick activities that engage…
Descriptors: Algebra, Classroom Techniques, Critical Thinking, Educational Games
Honebein, Peter C.; And Others – 1993
This study is an investigation of how modeling aids learners in developing problem solving skills within a computer learning environment. The task given to the 45 undergraduate and continuing education students serving as subjects, was to solve a crime in the computer game, "Where in Time is Carmen San Diego." Three subject groups…
Descriptors: College Students, Computer Assisted Instruction, Computer Games, Higher Education
Rogers, Margaret M. – CAPTRENDS, 1983
Six tips for increasing student problem-solving skills are offered in this teacher fact sheet. Puzzles and simulations matched to student mental maturity and general knowledge are recommended as activities for helping students think more flexibly and practice higher order thinking skills. In addition, four suggestions are given for controlling…
Descriptors: Critical Thinking, Decision Making Skills, Difficulty Level, Educational Games
Exley, I. Sheck – 1989
The high percentage of high school pre-algebra students having difficulty learning the abstract concept of graphing ordered pairs on the Cartesian rectangular coordinate system was addressed by the creation and implementation of a computer-managed instructional program. Modules consisted of a pretest, instruction, two practice sessions, and a…
Descriptors: Algebra, Computer Assisted Instruction, Computer Managed Instruction, Computer Software
Likens, Thomas W. – 1979
Two units make up this material. They focus on applications of second-order difference equations to American politics. The goals of the first module include helping the user understand: 1) the difference between a theoretical construct and an observable; 2) the nature of choices which exist in modeling any particular empirical phenomenon; and 3)…
Descriptors: College Mathematics, Disarmament, Game Theory, Higher Education
Rushby, N. J. – 1978
This bibliography lists 86 references, most of which are annotated, to papers and journal articles on computer assisted learning (CAL) in the Soviet Union. Topics dealt with include problem solving models, decision strategies, programmed instruction, algorithms, simulation, educational games, databases, and testing. The references have been…
Descriptors: Algorithms, Annotated Bibliographies, Computer Assisted Instruction, Computer Managed Instruction
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