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Tomasello, Michael; And Others – Journal of Child Language, 1996
Investigates whether children ages 1;6 just beginning to learn words can learn new words in a variety of nonostensive contexts. The results of two studies involving adults interacting with children in games of searching for objects suggest that from very early in language acquisition, children learn words through active attempts to understand…
Descriptors: Adults, Child Language, Childrens Games, Context Effect
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Harrington, Michael – On-Call, 1996
Introduces the field of intelligent computer assisted language learning (ICALL) and relates them to current practice in computer assisted language learning (CALL) and second language learning. Points out that ICALL applies expertise from artificial intelligence and the computer and cognitive sciences to the development of language learning…
Descriptors: Artificial Intelligence, Cognitive Processes, Computer Assisted Instruction, Concept Formation
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Childers, Cheryl D. – Teaching Sociology, 1996
Reviews a teaching strategy built on the body of research revealing crossword puzzles as effective means of introducing fundamental concepts and vocabulary. Discusses methods for constructing the puzzle. Student responses suggest that the puzzle was useful as a tool for both learning and review. (MJP)
Descriptors: Educational Games, Fundamental Concepts, Higher Education, Learning Activities
Shafer, Marilyn – School Library Media Activities Monthly, 2002
Offers suggestions for an orientation program for middle school library media centers. Highlights include focusing on a different curriculum area each year; teamwork among library staff; creating hands-on activity stations around the library; teamwork among students; and ideas for the activity stations, including video, arts and crafts, games, and…
Descriptors: Cooperative Learning, Educational Games, Educational Technology, Handicrafts
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McGrath, Diane, Ed. – School Science and Mathematics, 1989
Provides reviews of courseware entitled: "Mystery Matter," which is a series that supplements the basic inquiry process; "Jumping Math Flash," which is an arcade-game program with arithmetic problems; and "Quest for Files: Science Rocks and Minerals The Upper Crust," which is a database program for earth science.…
Descriptors: Computer Software, Computer Software Reviews, Computer Uses in Education, Courseware
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Gray, Susan H. – Teaching Sociology, 1989
Describes a computer-based learning package designed to introduce students to concepts and controversies surrounding the social problem of poverty in the United States and to familiarize them with public policies concerning that problem. Use of the "Poverty Game" is discussed and information concerning cost and availability of software…
Descriptors: Class Activities, Computer Assisted Instruction, Computer Software, Educational Games
Pohl, Virginia; Groome, Dana – Computing Teacher, 1994
Describes the use of "Happy Hands" instructional materials and techniques for grades K-3 develop keyboarding knowledge and skills for computer-assisted instruction. Color coding techniques are explained; the use of dictation is discussed; keyboarding games and software are described; and the development of writing skills through…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, Dictation
Annichiarico, Mark; And Others – Library Journal, 1994
Provides an overview of the 1994 American Library Association Convention. Highlights include problems with the location; teen violence; federal legislation; awards; speakers; gender issues and technology, including video games and the Internet; intellectual freedom; multiculturalism and librarian recruitment; CD-ROM; and exhibits. (LRW)
Descriptors: Adolescents, Awards, Computer Networks, Conferences
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Reid, Robert K. – American Biology Teacher, 1994
Describes a computer-generated exercise that combines creative-thinking skills with practice activities in spelling and recalling vocabulary. A sample word game is included. (ZWH)
Descriptors: Biology, Class Activities, Computer Uses in Education, Creative Thinking
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Danesi, Marcel; Mollica, Anthony – Mosaic: A Journal for Language Teachers, 1994
Revisits puzzleology (the study of puzzles and games in human cultures) in second language teaching to give the teacher an overview of the relevant facts "vis-a-vis" their incorporation into classroom instruction and to provide an elementary typology of puzzleological techniques for the teacher interested in incorporating them in…
Descriptors: Associative Learning, Behavioral Objectives, Classroom Techniques, Cognitive Processes
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Nuessel, Frank; Cicogna, Caterina – Italica, 1994
Discusses strategies for enhancing vocabulary acquisition in first- and second-year Italian courses. The first part reviews the research on vocabulary acquisition; the second incorporates the implications of Danesi's model of neurological bimodality; the third part focuses on techniques for vocabulary elicitation; and the fourth presents examples…
Descriptors: Brain Hemisphere Functions, Educational Games, Idioms, Italian
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Blood, Gordon W. – Language, Speech, and Hearing Services in Schools, 1995
This article describes a cognitive-behavioral treatment package for relapse management in adolescents who stutter. The package includes game-based training techniques in problem solving, communication skills, and assertiveness; coping responses for stuttering episodes; and realistic expectations for fluency and relapse. Follow-up results with…
Descriptors: Adolescents, Behavior Modification, Cognitive Restructuring, Communication Skills
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Schlick-Renner, Monique; Truscott, Sandra – Language Learning Journal, 1994
Investigates the possibility of conducting adult education courses based on the Accelerated Learning (A.L.) methodology and of evaluating its advantages and disadvantages vis a vis more traditional methods. It is not clear that the A.L. materials produce better results. Further study is needed to evaluate the effectiveness of the entire A.L.…
Descriptors: Acceleration (Education), Adult Students, Course Organization, Educational Games
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Hess, Natalie; And Others – TESOL Journal, 1995
Six classroom tips for language teachers focus on creating a congenial classroom environment, integrating listening and reading skills, teaching idioms from tabloid newspapers, cooperative learning in honors courses, grammar games, and teaching culture through personalized automobile license plate messages. (MDM)
Descriptors: Classroom Environment, Classroom Techniques, Cooperative Learning, Educational Games
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Kagan, Gary; And Others – Journal of Economic Education, 1995
Maintains that stock market games are designed to provide students with a background for investing in securities, especially stocks. Reviews two games used with secondary students, analyzes statistical data from these experiences, and considers weaknesses in the games. (CFR)
Descriptors: Capitalism, Cooperative Learning, Economics, Economics Education
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