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Burns, Christopher – CASE Currents, 1980
The age of print is seen as nearly over and the age of electronic communication begun. The new technology, it is suggested, will put the simpler aspects of education in the home, and in doing so it may leave the classroom behind. (MLW)
Descriptors: Communications, Computers, Educational Media, Electronics
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Byers, C. Richard – American Biology Teacher, 1979
Describes a role-playing game that can be used by high school teachers to teach ecology. The procedures of the game are accompanied by pointers for teachers. (SA)
Descriptors: Class Activities, Ecology, Educational Games, Educational Resources
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Baker, Robert Lee, Jr. – Business Education Forum, 1978
Describes a variety of activities for the basic business classroom, such as having guest speakers, question-and-answer sessions, simulations, role playing, debates, small group work, field trips, games, and individualized instruction. Includes a report of business teachers' knowledge of and attitudes toward these activities. (MF)
Descriptors: Business Education, Class Activities, Classroom Techniques, Educational Games
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Lumsden, David N. – Journal of Geological Education, 1979
Describes a competitive oil-play game for petroleum geology students. It is accompanied by a computer program written in interactive Fortran. The program, however, is not essential, but useful for adding more interest. (SA)
Descriptors: College Science, Computer Assisted Instruction, Economic Opportunities, Educational Games
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Gremmen, Hans; Potters, Jan – Journal of Economic Education, 1997
Presents the results of a study that measured the efficacy of an international economics simulation among undergraduates. The simulation consisted of a macroeconomics game where students develop economic policies for four hypothetical countries. A multiple choice test and posttest questionnaire suggests that classroom games are more effective than…
Descriptors: Comprehension, Economics Education, Educational Games, Fundamental Concepts
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Filby, A. M. Iliana – Internet Reference Services Quarterly, 1996
Explores the use of MOO (multi-user object oriented) virtual environments in academic libraries to enhance reference services. Highlights include the development of multi-user database (MUD) technology from gaming to non-recreational settings; programming issues; collaborative MOOs; MOOs as distinguished from other types of virtual reality; audio…
Descriptors: Academic Libraries, Computer Games, Computer Mediated Communication, Cooperation
Clark, Farland – Teaching Pre K-8, 1997
Describes an innovative approach, for fourth graders who were reviewing mathematics for the Texas Assessment of Academic Skills (TAAS) test, called the TAAS Olympics. Provides guidelines for the program format, preparation, team creation, and score keeping. Highlights specific skills transferable between the games and test taking. (SD)
Descriptors: Class Activities, Educational Games, Educational Testing, Elementary Education
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Hurwitz, Sally C. – Childhood Education, 2003
Asserts that play is an important medium for young children's learning, one that contributes to the child's cognitive, physical, emotional, and social development. Discusses the qualities that distinguish play from other activities, the skills children develop from exposure to a variety of play experiences at home and in the classroom, and…
Descriptors: Childrens Games, Cognitive Development, Dramatic Play, Early Childhood Education
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Holsbrink-Engels, Geralien A. – Simulation & Gaming, 1997
Examines design and evaluation of computer-based role-playing. University students (n=41) were divided into two groups to use instructional programs with and without computer-based role-playing. Findings indicated that computer-based role-playing enhanced interpersonal skills development by employing a conversational model, offering opportunities…
Descriptors: College Students, Computer Assisted Instruction, Computer Games, Computer Simulation
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Okan, Zuhal – British Journal of Educational Technology, 2003
This article begins with a definition of "edutainment," a hybrid genre that relies heavily on visual material, on narrative or game-like formats, and on more informal, less didactic styles of address. It examines what technology and education entail. Discussion then focuses on a critique of problems with edutainment, drawing on the…
Descriptors: Academic Achievement, Computer Games, Computer Software, Educational Psychology
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Lyons, Adrian – Economics, 1990
Offers a microeconomics crossword puzzle aimed at helping upper sixth year students prepare for the Advanced Level examination. Presents the puzzle as a useful tool to stimulate class discussion and to test students' facility with economic language and concepts. (CH)
Descriptors: College Entrance Examinations, College Preparation, Economics Education, Educational Games
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Ediger, Marlow – Journal of Computers in Mathematics and Science Teaching, 1989
Discusses uses of the microcomputer in elementary mathematics education. Included are: (1) drill; (2) practice; (3) problem solving; and (4) games. (YP)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, Computer Uses in Education
Freyd, Pamela – Media and Methods, 1989
Discusses characteristics of software that teachers should consider when selecting software, and reviews programs of good quality for use in elementary and/or secondary classes. Instructional design considerations and the amount of time required for a program are discussed, and games, tutorials, simulations, and drill and practice software are…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Computer Software Reviews
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Ahmad, Paula – School Arts, 1989
Recommends the use of visual art games to organize learning for short time periods. Outlines strategies for seven visual art games adaptable for most age and skill levels. Based on familiar games such as "I-Spy" or "Bingo," these activities deal with artistic terms or concepts, artists, artworks, and art history. (LS)
Descriptors: Art Activities, Art Education, Art Expression, Art History
Peer reviewed Peer reviewed
Cope, Karen E. – Social Studies Journal, 1989
Describes a four week simulation of the U.S. Constitutional Convention in which ninth grade students use problem-solving and decision-making skills to debate the issues of the convention. Students are assigned identities and interest areas to stimulate the writing of a class constitution which is then compared with the U.S. Constitution. (LS)
Descriptors: Constitutional History, Debate, Decision Making, Educational Games
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