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Thiagarajan, Sivasailam – Simulation & Gaming, 1992
Presents a seven-phase model for debriefing following experiential activities. Eight d-games (i.e., framegames that structure debriefing) related to the phases in the debriefing process are described, and applications of the d-games are illustrated with reference to a common base activity. (13 references) (Author/MES)
Descriptors: Educational Games, Evaluation Methods, Experiential Learning, Models
Gredler, Margaret Bell – Simulation/Games for Learning, 1990
Discussion of the design of games and simulations focuses on the fundamental defining features called deep structure. The two main levels of interaction in games and simulations are described; generalized reinforcers are discussed; types of defective contingencies are explained, including escape or avoidance behaviors; and the concept of negative…
Descriptors: Contingency Management, Game Theory, Interaction, Reinforcement
Salopek, Jennifer J. – Training and Development, 1999
Discusses how training games have changed and become more prevalent. Looks at characteristics of games and suggests how they should and should not be used in training. Describes 26 types of games and the use of icebreakers. (JOW)
Descriptors: Adult Education, Educational Games, Training, Training Methods
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Linacre, John Michael – Popular Measurement, 1999
Explains a technique for measuring the ability of college basketball teams, enabling the researchers to predict the winners at least as well as sports experts. (SLD)
Descriptors: Athletics, Educational Research, Games, Measurement Techniques
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Bowles, Ryan – Popular Measurement, 1999
Presents a Rasch measurement technique to rate the difficulty of mountain climbs. (SLD)
Descriptors: Athletics, Educational Research, Games, Measurement Techniques
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Taylor, Mark F.; Jackson, Sally W. – American Biology Teacher, 1996
Describes a board game, ImmunoScenarios, which was developed to reinforce the ideas about the immune system discussed in lecture classes. Emphasizes important characteristics of the body's specific defense system including specificity, cooperation among various cells, and memory. Includes directions for playing, student handouts, and scenarios.…
Descriptors: Biology, Educational Games, Higher Education, Science Activities
Sugar, William; Betrus, Anthony – Educational Technology, 2002
Discusses the difficulties in defining instructional technology, suggests core competencies, proposes five instructional designer archetypes, and describes the development of an instructional card game designed for graduate students in instructional design to expose them to major responsibilities of an instructional designer and give them insight…
Descriptors: Competence, Educational Games, Educational Technology, Graduate Study
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Roberts, Tim S. – Australian Senior Mathematics Journal, 2004
There is an old joke that says that given the choice between eternal happiness and a ham sandwich, one should choose the ham sandwich. The proof is quite simple: (1) nothing is better than eternal happiness; (2) a ham sandwich is better than nothing; and therefore, it straightforwardly follows from (1) and (2) that (3) a ham sandwich is better…
Descriptors: Psychological Patterns, Mathematics Instruction, Games, Teaching Methods
Byerly, Greg; Brodie, Carolyn S. – School Library Media Activities Monthly, 2005
There are many age-appropriate, free, and easy-to-use online games available on the Web. In this column the authors describe some of their favorites for use with and by elementary students. They have not included games that require children to log on and/or register with their names or play against someone else interactively over the Web. None of…
Descriptors: Play, Internet, Elementary School Students, Computers
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Bell, Christine – Social Education, 2005
About eight days before final exams, teacher, Christine Bell, gives her students a study guide and a new assignment: to create their own board game. She groups students into threes. They have a week or so to prepare their game, the form of which should be based on anything of interest. The key is that the content of their game must include one…
Descriptors: Study Guides, Educational Games, Classroom Techniques, Tests
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Staples, Susan G. – Mathematics Teacher, 2004
The generalization of the solitaire checker puzzle and the attractive patterns that emerge during the process of solving the puzzle, as well in analyzing the minimal solutions of various cases are discussed. Both linear and quadratic patterns are intrinsically linked to this game and the shift from one to the other involves only a slight change…
Descriptors: Puzzles, Problem Solving, Mathematics, Games
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Carstens, Adam; Beck, John – TechTrends: Linking Research & Practice to Improve Learning, 2005
There is a new generation of workers taking over key positions in organizations and in classrooms. This generation is younger, yes, but they are also different in ways that will definitely change how business is done and how learning is accomplished. Research shows that the way they spent their formative years has given them an entirely different…
Descriptors: Video Games, Interviews, Case Studies, Technological Literacy
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Marks, Melanie; Lehr, David; Brastow, Ray – Journal of Economic Education, 2006
The authors present a classroom public goods experiment on the basis of a provision-point mechanism (PPM), where subjects must make an all or nothing decision about providing the public good. As a teaching tool, this design is superior to traditional prisoner's dilemma games because it creates multiple equilibrium in which individual financial…
Descriptors: Educational Experiments, Cooperation, Game Theory, Economics Education
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Grant, Kenneth W., II; Spilde, Katherine A.; Taylor, Jonathan B. – American Indian Culture and Research Journal, 2004
The balancing framework of Indian gaming as it operates in Oklahoma constrains Oklahoma Indian nations from operating facilities according to the dictates of the marketplace on a large-scale Class III basis. Indian gaming actually brings substantial net economic benefits to the state, contrary to claims that Oklahoma Indian gaming benefits come at…
Descriptors: American Indians, Economic Impact, Games, Social Change
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Rakoczy, Hannes; Tomasello, Michael; Striano, Tricia – Developmental Psychology, 2004
In 3 studies, young children were tested for their understanding of pretend actions. In Studies 1 and 2, pairs of superficially similar behaviors were presented to 26- and 36-month-old children in an imitation game. In one case the behavior was marked as trying (signs of effort), and in the other case as pretending (signs of playfulness).…
Descriptors: Young Children, Games, Imitation, Toddlers
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