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Jackson County Education Service District, Medford, OR. – 1985
A description is given of the Junior High "Brain Bowl", an academic competition based upon the television format used in the "College Bowl". Two teams of six players each are asked questions by a moderator. The first team to answer correctly wins two points. Incorrect answers result in a loss of a point. The game is played over a period of three…
Descriptors: Academically Gifted, Competition, Educational Games, Secondary Education
Mindes, Gayle; Murphy, Kathleen Torina – 1983
The therapeutic utilization of play and games as a major curricular concentration offers potential for the enhancement of cognitive, social/emotional, and physical development of young emotionally disturbed adolescents. The theory is illustrated with examples from related literature, the clinical experience of the authors, and descriptive material…
Descriptors: Emotional Disturbances, Games, Middle Schools, Play
Rudolph, Sr. Catherine – Elementary English, 1974
A wide variety of creative activities may be suggested by calendar events. (JH)
Descriptors: Creativity, Educational Games, Elementary Education, Instructional Materials
Practical Pointers, 1977
Listed are 45 table, target, manipulative, active, and creative games with such developmental purposes as associative learning, tactile discrimination, and visual motor integration. Information includes the name of the item, distributor, price, description, and developmental purpose. (JYC)
Descriptors: Developmental Tasks, Educational Games, Handicapped Children, Toys
Boocock, Sarane S. – Educ Technol, 1969
Descriptors: Educational Games, Emotional Disturbances, Simulation, Social Studies
Homan, Katherine V.; Burns, Elileen M. – J Bus Educ, 1969
Descriptors: Business Education, Educational Games, Simulation, Teaching Methods
PDF pending restorationFood and Nutrition Service (USDA), Washington, DC. – 1978
This booklet contains word games and puzzles, designed for use as introductory exercises at school food service training workshops, nutrition education classes, community health meetings, or for use by students. Time needed to play the games ranges from 5 to 15 minutes, depending on the nutrition knowledge and experience of the participants.…
Descriptors: Educational Games, Foods Instruction, Nutrition Instruction, Puzzles
Pedrini, Bonnie C.; Pedrini, D. T. – 1973
This review of recent literature which deals with simulation programs and materials used with school personnel cites several advantages which proponents of simulation claim for their technique and also gives detailed examples of the many purposes to which simulation can be put and the variety of modes by which it can be presented. In addition,…
Descriptors: Game Theory, Literature Reviews, School Personnel, Simulation
Kohl, Herbert – Teacher, 1978
Step-by-step details are given for a classroom activity in which fifth and sixth graders construct original crossword puzzles. (SJL)
Descriptors: Games, Learning Activities, Puzzles, Student Developed Materials
Thiagarajan, Sivasailam – Educational Technology, 1978
A new type of instructional games that attempt to retain the strengths of the lecture format while replacing its passive nature is described. (Author/RAO)
Descriptors: Educational Games, Lecture Method, Simulation, Teaching Methods
Peer reviewedMacWilliam, Laurel J. – Teaching Exceptional Children, 1978
The concept, construction, and procedure of three board games designed to teach mobility and orientation skills to handicapped children are described. (CL)
Descriptors: Class Activities, Games, Handicapped Children, Mobility
Peer reviewedDeNike, Lee – Simulation and Games, 1976
The author identifies cognitive learning styles of subjects who derived maximum knowledge from simulation game activities. (GW)
Descriptors: Games, Learning, Performance Factors, Research Projects
Atkinson, Francis D. – Educational Technology, 1977
Descriptors: Game Theory, Instructional Design, Simulation, Systems Approach
Peer reviewedRiddick, Carol Cutler; And Others – Gerontologist, 1987
Examined effects of videogame play on older adults. Seven senior center participants had opportunity to play videogames at least two hours per week for eight weeks. Compared to seven control subjects, experimental subjects experienced a decrease in pleasure, increase in arousal, and no change in dominance. (Author)
Descriptors: Affective Behavior, Games, Older Adults, Recreational Activities
Peer reviewedZernik, Wolfgang – Simulation and Games, 1988
Description of management games continues a previous article's discussion of how mathematical modeling and microeconomic concepts can be used by players. Highlights include an initial condition simulating a profit-maximizing monopoly; simulating the transition from monopoly to oligopoly; and how mathematical properties of the model affect final…
Descriptors: Management Games, Mathematical Concepts, Mathematical Models, Simulation


