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Rieber, Lloyd P.; Smith, Lola; Noah, David – Educational Technology, 1998
Discussion of the affective domain, learning, and motivation focuses on serious play as a suitable goal for situations requiring learners, both children and adults, to engage in creative higher-order thinking coupled with intense personal commitment and involvement. Suggests that interactive computer games offer opportunities to support serious…
Descriptors: Adult Learning, Computer Games, Learning Processes, Play
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Featherstone, Helen – For the Learning of Mathematics, 2000
Discusses the role of play in the learning of mathematics. Describes a play for the third grade mathematics classroom that focuses on negative numbers and number concepts, and revisits Vygotsky from this point of view. Concludes that mathematically imaginative play can contribute greatly to mathematics learning in elementary school. (Contains 20…
Descriptors: Educational Games, Elementary Education, Learning Theories, Mathematics Education
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Lee, Kwan Min – Educational Media International, 2000
Proposes a theoretical framework for analyzing the effect of MUD (Multi-User Dungeons) playing on users' self-efficacy by applying Bandura's social learning theory, and introduces three types of self-efficacy: computer self-efficacy; social self-efficacy; and generalized self-efficacy. Considers successful performance, vicarious experience,…
Descriptors: Computer Games, Emotional Response, Experience, Models
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Lee-Chua, Queena N. – Teaching Mathematics and Its Applications, 2000
Delineates two illustrative game-theoretic applications to Philippine politics: (1) People Power Revolution in the mid-1980s and (2) conflict over Spratly Islands in the mid-1990s. Uses zero-sum games to model these two events, and elementary matrix theory to determine pure strategies and locate equilibrium points. Includes recommendations for…
Descriptors: College Mathematics, Foreign Countries, Game Theory, Higher Education
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Fetro, Joyce V.; Hey, David – Journal of School Health, 2000
Describes an instructional strategy that uses the format, procedures, and rules of the game show, "Who Wants To Be a Millionaire?" to teach health education. It helps students understand key health concepts previously presented in other formats and use critical thinking skills to determine appropriate options for potential success. The paper…
Descriptors: Creative Teaching, Educational Games, Elementary Secondary Education, Health Education
Greene, Pamela M. – School Library Journal, 2000
Presents ideas for activities geared to children ages seven and up that revolve around the Harry Potter books, based on a Harry Potter Holiday Club developed at the Beverly Hills (California) Public Library. Includes costs, craft activities, theater performances, and games. (LRW)
Descriptors: Childrens Literature, Costs, Games, Handicrafts
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Clements, Lee Ann J.; Jackson, Karen E. – American Biology Teacher, 1998
Describes an interactive game designed to help students see and understand the dynamic relationship between DNA, RNA, and proteins. Appropriate for either a class or laboratory setting, following a lecture session about protein synthesis. (DDR)
Descriptors: Biology, DNA, Educational Games, Genetics
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Heim, Werner G. – American Biology Teacher, 2002
Describes a card game that illustrates natural selection acting on random mutations with or without cumulative selection. (YDS)
Descriptors: Active Learning, Biology, Creationism, Evolution
Ebbutt, Sheila – Mathematics Teaching, 2002
The early childhood mathematics group has been working with BEAM to develop a set of early years' number track games. The games were written by experienced practitioners who know a thing or two about young children but, as always, we sent the boards and the games out for trialling. No matter how much you know, and how much you think about what you…
Descriptors: Early Childhood Education, Elementary Education, Elementary School Students, Games
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VanDeventer, Stephanie S.; White, James A. – Simulation & Gaming, 2002
Investigates the display of expert behavior by seven outstanding video game-playing children ages 10 and 11. Analyzes observation and debriefing transcripts for evidence of self-monitoring, pattern recognition, principled decision making, qualitative thinking, and superior memory, and discusses implications for educators regarding the development…
Descriptors: Child Development, Decision Making, Memory, Pattern Recognition
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Castle, Kathryn – Journal of Research in Childhood Education, 1998
Analyzed first, second, and third graders' invented games for type, complexity, and rule knowledge; compared game-rule knowledge to classroom-rule knowledge. Found two types of rules: conduct and procedural, indicating children perceive need for rules that tell how to play and that specify appropriate behavior (conduct rules resembled classroom…
Descriptors: Age Differences, Behavior Standards, Childrens Games, Competition
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Dargan, Amanda; Zeitlin, Steve – Educational Leadership, 2000
Today, fewer city blocks preserve the confidence of lifestyle and urban geography that sustain traditional games and outdoor play. Large groups of children choosing sides and organizing Red Rover games are no longer commonplace. Teachers must encourage free play; urban planners must build cities that are safe play havens. (MLH)
Descriptors: Childhood Needs, Community, Elementary Education, Games
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Gough, John – Australian Primary Mathematics Classroom, 1999
Discusses the features of a good educational game. Describes mathematics that can be developed from playing games and introduces a strategy board game called Mancala. (ASK)
Descriptors: Educational Games, Elementary Education, Elementary School Mathematics, Mathematics Activities
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Pelman, Barbara – English Quarterly, 2000
Discusses a teacher's experiences teaching poetry using the Magnetic Poetry Kit. Notes the fun of fridge poems is in the limitation: there are only a certain number of words to choose from. Contains 11 fridge poems. (RS)
Descriptors: Childrens Writing, Class Activities, Educational Games, Elementary Education
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Fisher, Jane E. – Simulation & Gaming, 2001
Explains an educational framegame called Information Basketball for adult or teen players that can be used as a review or informal group testing of previously learned materials. Includes a question set example and discusses debriefing, including sample debriefing questions. (LRW)
Descriptors: Adolescents, Adult Learning, Educational Games, Prior Learning
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