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Esau, O. – South African Journal of Higher Education, 2010
In my investigation I set out to break the HIV/AIDS culture of silence and emphasize the role of the teacher as a researcher and critical change agent in an HIV/AIDS challenged society. My work demonstrates how teachers could play such a role by encouraging learners' participation in sport. The sport, I focussed on in my action research project…
Descriptors: Acquired Immunodeficiency Syndrome (AIDS), Action Research, Change Agents, Teacher Researchers
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Clark, Kevin; Sheridan, Kimberly – Journal of Educational Multimedia and Hypermedia, 2010
The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle and high schools students in the Washington, D.C. metropolitan area to learn the basics of…
Descriptors: Mentors, After School Programs, Cooperation, Programming
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Kebritchi, Mansureh – British Journal of Educational Technology, 2010
Even though computer games hold considerable potential for engaging and facilitating learning among today's children, the adoption of modern educational computer games is still meeting significant resistance in K-12 education. The purpose of this paper is to inform educators and instructional designers on factors affecting teachers' adoption of…
Descriptors: Instructional Design, Elementary Secondary Education, Computers, Educational Games
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Guidry, Kevin R.; BrckaLorenz, Allison – EDUCAUSE Quarterly, 2010
This study extends the research into faculty and student use of contemporary academic technologies. The goals of the study are threefold. First, the study aims to unpack which technologies students and faculty use, and how often. Second, it aims to understand their experiences in the contexts in which they live them. Finally, it explores the…
Descriptors: Computer Uses in Education, Educational Technology, Technology Integration, Management Systems
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Wallace, Scott A.; McCartney, Robert; Russell, Ingrid – Computer Science Education, 2010
Project MLeXAI [Machine Learning eXperiences in Artificial Intelligence (AI)] seeks to build a set of reusable course curriculum and hands on laboratory projects for the artificial intelligence classroom. In this article, we describe two game-based projects from the second phase of project MLeXAI: Robot Defense--a simple real-time strategy game…
Descriptors: Games, Intercollegiate Cooperation, Curriculum Design, Curriculum Implementation
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Falloon, Garry – British Journal of Educational Technology, 2010
This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…
Descriptors: Curriculum Development, Community Programs, Foreign Countries, Thinking Skills
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Nagelberg, Mark; Little, Dennis L. – 1970
Summary descriptions of selected urban simulations and games that have been developed outside the Institute For The Future are presented. The operating characteristics and potential applications of each model are described. These include (1) the history of development, (2) model and player requirements, (3) a description of the environment being…
Descriptors: Computer Programs, Educational Games, Game Theory, Management Games
Oxendine, Joseph B. – 1995
This book chronicles the story of sports among American Indians. Part 1 examines the nature and role of games in traditional Indian life, with five chapters on: Indian concepts of sport; ball games; foot racing; other sports; children's play; and games of chance. Part 2 looks at the emergence of Indians in modern sport, with five chapters on:…
Descriptors: American Indian Culture, American Indians, Athletes, Athletics
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Meneghan, Lauren L. – Arithmetic Teacher, 1976
The game of "Life" can be easily adapted for play by small groups and can be used in classroom activities. (SD)
Descriptors: Educational Games, Elementary Secondary Education, Experiential Learning, Games
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Billstein, Richard – Mathematics Teacher, 1975
Games and puzzles in which a checkerboard can be used to develop mathematical concepts are described. (SD)
Descriptors: Algebra, Educational Games, Games, Instruction
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Science Teacher, 1975
Descriptors: Difficulty Level, Educational Games, Educational Media, Elementary School Science
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Bennett, Ruth L. – Hispania, 1975
Some simple word games are suggested to aid in teaching foreign languages at the elementary level. (CK)
Descriptors: Class Activities, Educational Games, FLES, Games
Jaques, David – 1974
The Academic Game, considered a valuable exercise for academics and administrators in investigating some of the problems of decision-making and possible ways of facilitating organizational decisions, is described. The major objective of the game is to achieve on agreed promotion policy. The roles and organization structure are designed to ensure…
Descriptors: Administrative Organization, Decision Making, Foreign Countries, Game Theory
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Owens, Michael – 1977
This guide describes 38 activities appropriate for grades K-12. Each activity contains a brief description of the activity and a list of materials needed. The second section of the guide contains environmental learning games to be played in the classroom. These games include: crossword puzzles, cryptograms, logic problems, card games, and…
Descriptors: Conservation Education, Educational Games, Elementary Education, Environmental Education
Tannenbaum, Robert S. – 1976
APEX is a computerized gaming simulation; it is also the name of an interdisciplinary course in environmental problems in urban areas introduced at the School of Health Science, Hunter College of the City University of New York. In the course, students assume the roles of decision makers in both the private and public sectors. They receive data…
Descriptors: Allied Health Occupations Education, Computer Oriented Programs, Decision Making, Games
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