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Ball, Howard G. – Elementary School Journal, 1976
Defines and discusses instructional games in terms of their uses in education. Nine categories are suggested for assessing games: instructional development, skills development, perceptual development, development of social awareness, pupil's readiness, use, design quality, adaptability, and flexibility and validation. (MS)
Descriptors: Class Activities, Cognitive Development, Design, Educational Games
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Place, Daniel R. – Social Studies Review, 1976
Maintains that simulation games in social studies education are successful because they combine factual content, skills development, and experience in decision making. The five simulations described are Explorers I, River City, Boxcars, The Union Divides, and Starpower. (Author/DB)
Descriptors: Class Activities, Educational Games, Educational Media, Elementary Secondary Education
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Smith, Karl D. – Science and Children, 1977
Explains an upper elementary game of tag that illustrates energy flow in food webs using candy bars as food sources. A follow-up field trip to a river and five language arts projects are also suggested. (CS)
Descriptors: Ecology, Educational Games, Elementary Education, Elementary School Science
Smith, Janice Marie – Health Education (Washington D.C.), 1976
Classroom games involving choices of nutritious foods can develop a child's concept of good eating habits. (JD)
Descriptors: Class Activities, Early Childhood Education, Eating Habits, Educational Games
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Neubeck, Kenneth J. – Teaching Sociology, 1977
Described is an in-class sociology game which requires students to choose and defend a system of income distribution. Techniques for conducting the game, assessing game outcomes, and leading the postgame discussion are suggested. Experience with the game leads the author to conclude that it encourages students to think about values concerning…
Descriptors: Class Activities, Cultural Awareness, Discussion (Teaching Technique), Economics Education
Turner, Thomas M. – National Middle School Association (NJ3), 2006
Good teachers are storytellers. They use stories to promote interest in the classroom; to help students understand and remember events, places, people, and ideas; to provide context for teaching abstract concepts and systematic processes such as math and research skills; and to promote understanding of other cultures and people. Storytelling can…
Descriptors: Cultural Background, Comprehension, Research Skills, Story Telling
Hong Xu, Shelley; Sawyer Perkins, Rachael; Zunich, Lark O. – International Reading Association (NJ3), 2005
Incorporating popular culture texts in the classroom can motivate students--particularly reluctant or struggling readers. This resource gives the reader everything they need to use television, movies, video games, music, magazines, and other media to enhance students' literacy learning. The reader will find a balance of research, theory, and…
Descriptors: Video Games, Literacy, Popular Culture, Reading Problems
Cotton, Eileen Giuffre – 1998
Presenting a wide array of Internet addresses and sample lessons, this book shows how teachers can integrate the Internet into their K-12 curriculum to actively involve students. The first section of the book (chapters 1-6) deals with the programs needed to use the Internet, as well as 100 great web sites for teachers, how to manage the Internet…
Descriptors: Class Activities, Educational Games, Electronic Mail, Elementary Secondary Education
1997
This computer program offers comprehensive English lessons for grades 3-4, focusing on usage and punctuation. Lessons are targeted to specific skills, and children earn tokens to play eight logic and action games. The program features imaginative graphics; teacher-approved, step-by-step lessons; individualized instruction tailored to the student's…
Descriptors: Computer Assisted Instruction, Educational Games, Elementary Education, English Instruction
Cain, Jim; Jolliff, Barry – 1998
Challenge and adventure programs create situations that challenge the abilities of individuals and groups and that are metaphors for the problems and challenges of daily life. This book describes dozens of group activities that foster individual and group skills such as cooperation, problem solving, and communication. Each activity has a…
Descriptors: Adventure Education, Equipment, Experiential Learning, Games
Swift, Mary – Kansas Working Papers in Linguistics, 1995
This paper places the text of a Kashaya traditional narrative in cultural context and analyzes linguistic, poetic, and rhetorical features that contribute to its artistry. In part, this necessitates a reconstruction of the culture that gave rise to the narrative itself, in the tradition of much Native American anthropology, as both the language of…
Descriptors: American Indian Culture, Cultural Context, Discourse Analysis, Games
Black, William L. – 2001
This article makes an argument for including a capstone, or end-of-term, business simulation course in community college business curricula. The International Business Practice Firm (IBPF), a worldwide virtual business network, is proposed as a foundation for such a course. The author argues that, in general, graduates of college business programs…
Descriptors: Business Administration Education, Business Education, Business Skills, Community Colleges
Choi, Kee Young – 2000
Although classroom group games have been used to effectively teach mathematics in Korean kindergarten, ethnographic research has revealed some unexpected negative effects of such games on young children due to children's over-competitiveness and the teacher's unskilled group management. This paper proposes some activity plans for group games to…
Descriptors: Class Activities, Emotional Development, Foreign Countries, Games
Williams, Robert H., Jr.; Graham, R. Terry – 2001
The presentation covered in this paper offers participants (i.e., teachers) an interactive, guided practice engagement with three specific instructional strategies appropriate for all learners, literacy strategies through which authentic writing and reading may be connected both to content and to the learners themselves as active creators of…
Descriptors: Collaborative Writing, Educational Games, Educational Objectives, Elementary Secondary Education
Jarvis, Phillip S. – 2000
There has been a renaissance in the thinking about career development. It is becoming accepted that information is not enough; in addition to academic and technical skills, youth and adults need to learn life/work designing and building skills to become healthy, productive, and self-reliant citizens. Despite the fact that Canadian students have…
Descriptors: Career Counseling, Career Development, Career Planning, Counselor Training
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