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Thiagarajan, Sivasailam – Improving Human Performance Quarterly, 1975
Ways games can be used to improve human performance, with examples of simulation games. Uses include instruction, evaluation, experimentation, and organizational development. (Author/LS)
Descriptors: Educational Games, Evaluation, Experiments, Models
Spitzer, Dean R. – Improving Human Performance Quarterly, 1975
Describes current motivational theory and attempts to deduce methods that might be appropriate to motivational management in simulation and gaming contexts. (Author)
Descriptors: Achievement, Games, Motivation, Research Reviews (Publications)
Hunter, Robert H. – Audiovisual Instruction, 1977
Describes a classroom version of the game "To Tell the Truth". The game can be used as an introduction to the biographical background of a significant individual in a given subject area. (BD)
Descriptors: Biographies, Class Activities, Educational Games, Elementary Secondary Education
Peer reviewed Peer reviewed
Fletcher, Leslie B. – Business Education Forum, 1997
Round Robin is a game in which students must express accounting information in their own words. It is a means of familiarizing students with the language of vocabulary and of developing their verbal expressiveness. (SK)
Descriptors: Accounting, Business Education, Educational Games, Verbal Learning
Peer reviewed Peer reviewed
Grandjean, Burke D.; Taylor, Patricia A.; Weiner, Jay – Journal of Sport & Exercise Psychology, 2002
During the women's all-around gymnastics final at the 2000 Olympics, the vault was inadvertently set 5 cm too low for a random half of the gymnasts. The error was widely viewed as undermining their confidence and subsequent performance. However, data from pretest and posttest scores on the vault, bars, beam, and floor indicated that the vault…
Descriptors: Athletes, Competition, Olympic Games, Self Esteem
Peer reviewed Peer reviewed
Elstad, Eyvind – Scandinavian Journal of Educational Research, 2002
Discusses how the conceptual apparatus and modus operandi of games theory provides a research heuristic for understanding the strategic possibilities inherent in typical classroom situations in which the interests of students and teachers are partially concurrent and partly in conflict. Also discusses the preconditions for contracts between…
Descriptors: Educational Research, Game Theory, Heuristics, Learning Strategies
Peer reviewed Peer reviewed
Dickinson, Barry D.; Genel, Myron; Robinowitz, Carolyn B.; Turner, Patricia L.; Woods, Gary L. – Medicine & Science in Sports & Exercise, 2002
Gender verification of female athletes has long been criticized by geneticists, endocrinologists, and others in the medical community. Recently, the International Olympic Committee's Athletic Commission called for discontinuation of mandatory laboratory-based gender verification of female athletes. This article discusses normal sexual…
Descriptors: Athletes, Females, Gender Issues, Olympic Games
Peer reviewed Peer reviewed
Maughan, Robert J. – Journal of Physical Education, Recreation and Dance, 1989
Several optional game ideas are offered to help teachers of intermediate and advanced racquetball classes by providing a break in the monotony of teaching the traditional games. These optional games help students develop skills and enable them to observe and play individuals of different skill levels and playing styles. (IAH)
Descriptors: Games, Higher Education, Physical Education, Racquetball
Peer reviewed Peer reviewed
Rothenbuhler, Eric W. – Critical Studies in Mass Communication, 1989
Supports the argument that, consistent with Durkheim's theory, the modern Olympic games are secular religious festivals. Presents survey data on the public's thinking, showing a relatively consensual core of values, ideas, and sentiments affirming the Olympic tradition and distinct from thinking about professional sports. (SR)
Descriptors: Communication Research, National Surveys, Olympic Games, Symbolism
Peer reviewed Peer reviewed
Smith, Roger A. – Technology Teacher, 1995
With the use of "The Production Game," technology teachers can introduce concepts associated with manufacturing and marketing. The game directs students in the discovery of ideas associated with material resources, technology, and laborers, the leading components of industrial manufacturing. (Author/JOW)
Descriptors: Educational Games, Manufacturing, Marketing, Secondary Education
Toynton, Bob – Adults Learning (England), 1995
The jigsaw puzzle approach applies a geological analogy in a structured scenario in which students identify fossils and determine the age of strata. The engaging strategy increases student confidence and interest in learning science. (SK)
Descriptors: Adult Education, Educational Games, Geology, Puzzles
Peer reviewed Peer reviewed
Mangrum, Faye Gothard; Mangrum, C. W. – Educational Gerontology, 1995
Two groups of older adults were audio- and videotaped playing dominos. Their conversations were transcribed and analyzed, yielding three categories: biographical work, game-playing details, and concerted work. Games play a significant role for the elderly and can be used to learn life-enhancing skills. (SK)
Descriptors: Biographies, Dialogs (Language), Ethnography, Games
Grayson, Randall – Camping Magazine, 1998
Special events break up the monotony of the regular camp program. Staff participation, clear instructions, and hype are the three key elements to a successful special event. Twelve sports-based "record-breaking" events, and 14 arts-based events are described. (TD)
Descriptors: Art Activities, Athletics, Camping, Games
Crosby, Olivia – Occupational Outlook Quarterly, 2000
Describes the skills and training needed, earnings expected, risks, and bonuses for the following occupations: video game designers, artists, sound designers, programmers, and testers. (JOW)
Descriptors: Design, Employment Qualifications, Occupational Information, Programmers
Butler, Steve – Zip Lines: The Voice for Adventure Education, 2000
An adventure consultant shares lessons about creativity. Steps to being creative are: look for connections; be willing to experiment and fail; be open-minded and seek input from others; and practice, practice, practice. Examples of different versions of an adventure activity illustrate several creative techniques. The impact of time deadlines on…
Descriptors: Adventure Education, Creative Development, Creativity, Games
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