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Rusaw, A. Carol – Journal of Management Education, 1998
The Color Coordinating Team Exercise is a learning activity that builds on theoretical discussion of power, influence, authority, and responsibility. It is designed to address issues of power sharing and to develop skills for promoting inclusiveness in organizations. (SK)
Descriptors: Business Administration Education, Diversity (Institutional), Graduate Study, Higher Education
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Carroll, William M. – Mathematics Teaching in the Middle School, 1998
Presents a game designed to help middle school students think about geometric properties and the relationships among them. (ASK)
Descriptors: Educational Games, Geometric Concepts, Mathematics Activities, Mathematics Instruction
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Meisel, Steven I.; Fearon, David S. – Journal of Management Education, 1999
A tower-building exercise originally intended to illustrate how to direct subordinates was redesigned to reflect contemporary organizational structures. It helps participants examine the issue of who really leads in nonhierarchical, self-managed teams. (JOW)
Descriptors: Administrative Organization, Business Administration Education, Higher Education, Leadership
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De Jean, Jillian; Upitis, Rena; Koch, Corina; Young, Jonathan – Gender and Education, 1999
Presents a case study of the experiences of six girls with the "Phoenix Quest" (PQ) computer game and compares the responses of 41 boys and 57 girls to the same game. PQ was designed to explore language and mathematics in ways appealing to girls. Celebrating and challenging a female protagonist was important to girls. (SLD)
Descriptors: Case Studies, Computer Games, Females, Language Arts
Stewart, Ian – Scientific American, 2000
Some of the most provocative problems in mathematics concern logical paradoxes. Provides a series of paradoxes for students to consider. (CCM)
Descriptors: Educational Games, Elementary Secondary Education, Mathematical Logic, Mathematics Activities
Martinez, Michael E. – Phi Delta Kappan, 1998
Many important human activities involve accomplishing goals without a script. There is no formula for true problem-solving. Heuristic, cognitive "rules of thumb" are the problem-solver's best guide. Learners should understand heuristic tools such as means-end analysis, working backwards, successive approximation, and external representation. Since…
Descriptors: Algorithms, Discovery Learning, Educational Games, Elementary Secondary Education
Hoffman, Bart – HyperNexus, 1997
Provides special instructions for "The Wonderful World of Time," a Macintosh tutorial developed by gifted sixth graders in the Keppel Union School District in California for grade 1 students learning how to tell time on analog clocks. The game won the HyperSIG's software development contest and was displayed at the National Educational…
Descriptors: Academically Gifted, Computer Software, Educational Games, Grade 1
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Technology Teacher, 1998
Discusses the use of games and toys in teaching fractions, independent thinking, and organizational skills to elementary students. Explains the basis of the method in a constructivist approach. (JOW)
Descriptors: Constructivism (Learning), Educational Games, Elementary Education, Fractions
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Melrose, Jean – Mathematics in School, 1998
Presents a subtle version of a tangram puzzle in which students must put pieces in the right places to make the required design. (ASK)
Descriptors: Area, Educational Games, Elementary Secondary Education, Mathematics Activities
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Washbush, John B.; Gosen, Jerry – Journal of Workplace Learning: Employee Counselling Today, 1998
A series of evaluations of total enterprise simulation in business capstone courses found no direct positive relationship between performance in the management game and learning outcomes. Ability to play the game did not correlate to learning. (SK)
Descriptors: Business Administration Education, Capstone Experiences, Management Games, Outcomes of Education
Desforges, Anne – Mathematics Teaching, 2001
Discusses the role of play in the elementary mathematics curriculum. Demonstrates that well planned play can add rigor to the second grade mathematics curriculum. (ASK)
Descriptors: Educational Games, Elementary Education, Grade 2, Mathematics Activities
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Phillips, Carol A.; And Others – Journal of Adolescence, 1995
In an attempt to quantify the extent of home video game playing in a typical population of 11- to 16-year olds (n=816), it was found that 77.2% played video games. The most common pattern of play was daily, with most playing half an hour to an hour. A small population of players was identified whose behavior might be considered addictive. (JPS)
Descriptors: Early Adolescents, Questionnaires, Recreational Activities, Secondary Education
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Nunley, Kathie F. – Science Teacher, 1996
Describes a method of instructing students with a range of abilities that involves dividing the curriculum into layers. Provides a discussion of four steps for differentiating a science curriculum. Features of this approach include student choice of assignments based on their ability and motivation; oral evaluation of student assignments; and the…
Descriptors: Biology, Educational Games, Educational Strategies, Individualized Instruction
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Irwin, A. Roland; Gross, Alan M. – Journal of Family Violence, 1995
Assesses interpersonal aggression and aggression toward inanimate objects in a free-play setting where children played video games. Results indicated that subjects who played video games with aggressive content exhibited more object aggression during free-play and more interpersonal aggression during the frustrating situation than youngsters who…
Descriptors: Aggression, Behavioral Science Research, Children, Environmental Influences
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Curtner-Smith, Matthew D. – Journal of Physical Education, Recreation and Dance, 1996
Explains how teachers of students in grades four through six can use the Teaching Games for Understanding Approach and incorporate games invention into the physical education curriculum. A three-step model is proposed: selection and modification of games; teaching games with an understanding approach; and student invention of games. Summaries of…
Descriptors: Cognitive Development, Comprehension, Creativity, Games
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