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Ennis, Catherine D. – Research Quarterly for Exercise and Sport, 2008
A coherent curriculum is characterized by visible connections between purposes and experiences so that students acknowledge the content's immediate value. This study examined an exemplary elementary physical education curriculum for coherence components. Research questions examined the role of coherence in connecting and engaging students…
Descriptors: Physical Education, Team Sports, Elementary School Students, Elementary School Curriculum
Squire, Kurt D. – Educational Technology, 2008
Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…
Descriptors: School Activities, Video Games, After School Programs, Scientific Literacy
Nasir, Na'ilah Suad – Phi Delta Kappan, 2008
In this article, the author explores common characteristics of some out-of-school learning environments for African American students, drawing on findings from several studies of cultural and community practices--the game of dominoes, high school track and field, and middle and high school basketball. The author focuses on the broader question of…
Descriptors: African American Students, High Schools, Track and Field, Team Sports
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Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon – Computers in the Schools, 2009
This article reviews a selection of studies on digital media and learning for young children ages 3 to 6. The range of digital media for this age group is growing and includes computer-delivered and online activities; console video games; handheld media, occasionally with GPS or an accelerometer, in cell phones and other wireless mobile devices;…
Descriptors: Young Children, Social Networks, Internet, Computer Uses in Education
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Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
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Spiegelman, Marsha; Glass, Richard – Journal of Educational Technology Systems, 2009
Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…
Descriptors: Research Skills, College Faculty, College Students, Mathematics Instruction
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Riegle, Rodney P. – Journal of College Teaching & Learning, 2007
In the 20th century, student work was dominated by paper-print assignments, particularly essays. This was a reflection of the dominant media technology of that century--books, magazines, newspapers, radio, and television. But those days are gone. In the 21st century, the dominant media technology of today's students is the Internet. In addition to…
Descriptors: Student Projects, Essays, Printed Materials, Assignments
Kaye, Peggy – 1991
This book provides parents with more than 70 original, entertaining, and educational ways to help their children master crucial learning skills--each game takes just 10 minutes or less from start to finish. The games presented in the book cover all the important areas of the primary school curriculum: reading, writing, spelling, mathematics,…
Descriptors: Childrens Games, Educational Games, Language Arts, Learning Activities
Adams, Polly K.; Taylor, Michaell K. – 1982
Information, guidelines, and activities for jumping rope are given. A short history of jumping rope explains how it evolved from a spring ritual for men to a play activity involving mostly young girls. Physical and cultural reasons are given as to why jumping rope has been more a sport for girls than for boys. Research studies are noted which show…
Descriptors: Aerobics, Cardiovascular System, Childrens Games, Cultural Influences
Zelson, Sidney N. J. – Language Association Bulletin, 1976
"Skill-using" in second-language learning is often given less priority than "skill-getting" activities. The first and second year of language instruction should concentrate on longer and more varied sequences of tasks in which the learner is communicating and using "real" language. In addition, the learner's focus should be shifted from his errors…
Descriptors: Class Activities, Communicative Competence (Languages), Educational Games, Games
Cornell, Joseph Bharat – 1979
The guidebook presents 42 educational games designed for people of all temperaments and intended to open up nature to children (ages 3 and up) and adults. The games are organized in seven major sections according to the type of activity: Close Up with Nature, How Much Can You See, Nature's Balance, Learning Is Fun, Play and Discovery, Spotting and…
Descriptors: Childrens Games, Educational Games, Elementary Secondary Education, Environmental Education
Schaaf, William L. – 1978
This book is a partially annotated bibliography of books, articles and periodicals concerned with mathematical games, puzzles, tricks, amusements, and paradoxes. The present volume is an update of volume 3. Except for a few minor changes in classification, the organization remains essentially the same. Most of the more than 2,600 references listed…
Descriptors: Annotated Bibliographies, Class Activities, Educational Games, Elementary Secondary Education
TWELKER, PAUL A.; WALLEN, CARL J. – 1967
THIS ANNOTATED BIBLIOGRAPHY ON THE INSTRUCTIONAL USES OF SIMULATION IS INDEXED FOR THE CONVENIENCE OF THE USER. ONLY LIMITED ASPECTS OF MAN-MACHINE INSTRUCTIONAL SYSTEMS ARE CONSIDERED. ALTHOUGH MOST OF THE ITEMS ARE RELATED TO THE INSTRUCTIONAL USES OF SIMULATION, SOME ITEMS ARE RELATED TO THE DESIGN OF INSTRUCTIONAL SYSTEMS. THE BIBLIOGRAPHY…
Descriptors: Annotated Bibliographies, Computer Assisted Instruction, Computers, Decision Making
Smith, Seaton E., Jr.; Backman, Carl A., Ed. – 1975
This book contains 105 articles dealing with games for use in the elementary or middle school mathematics classroom. All the articles originally appeared in the "Arithmetic Teacher" between 1956 and 1974. In this volume the papers are arranged in nine categories: (1) using games and puzzles, (2) whole numbers, (3) numeration, (4)…
Descriptors: Educational Games, Elementary Education, Elementary School Mathematics, Experiential Learning
Seay, Shirley H.; Brown, Brenda
This manual, Part 2 of a two-volume series, is a compilation of instructional tasks designed to be used in the home by parents with their children. These home learning activities are one component of the Florida Model of Follow Through Programs. Each instructional task is designed for use in the home by a Parent Educator (P.E) who has already…
Descriptors: Classification, Color, Discrimination Learning, Early Childhood Education
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