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Haystead, Mark W. – Marzano Research Laboratory, 2009
This report describes the findings of an analysis of a series of action research projects conducted by Vigo County School Corporation at Terre Haute South Vigo High School (hereinafter referred to as South Vigo). During the 2008-2009 school year, 19 teachers at South Vigo participated in independent action research studies regarding the extent to…
Descriptors: Educational Strategies, Action Research, Teaching Methods, Academic Achievement
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Browning, Judkin – History Teacher, 2009
Each fall semester, on the first day of class of his upper-level American Military History course, the author informs his students that a major part of the class consists of a wargame in which they will participate. In this article, the author describes briefly how the class will be divided into two teams, and that on a specific evening during the…
Descriptors: United States History, Military Science, Active Learning, Games
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Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott – Journal of Science Education and Technology, 2009
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of…
Descriptors: Environmental Education, Undergraduate Students, Water Quality, Test Items
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Tuzun, Hakan; Yilmaz-Soylu, Meryem; Karakus, Turkan; Inal, Yavuz; Kizilkaya, Gonca – Computers & Education, 2009
The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this…
Descriptors: Private Schools, Student Attitudes, Student Motivation, Achievement Tests
Briggs, Diane – ALA Editions, 2007
Comprehensive, easy to use, and overflowing with fresh ideas, "Preschool Favorites" has everything needed to create storytimes: just add the kids! Each of the 35 fun themes includes a wealth of book suggestions, fingerplays (the "glue" that holds storytime together!), short poems, flannelboard stories (complete with patterns), music suggestions…
Descriptors: Audiences, Preschool Children, Library Services, Reading Aloud to Others
Thirlaway, Joanne; Duckett, Ian – Learning and Skills Network (NJ3), 2007
A-levels in Travel and Tourism are unitised qualifications that should take a minimum of two years to achieve. Successful completion of year one results in the candidate achieving a qualification in its own right: an AS level. This AS level will be deemed a single or a double award depending on how many units have been assessed. A single award…
Descriptors: Foreign Countries, Grade 11, Grade 12, Educational Attainment
White, Jeanne – National Middle School Association (NJ3), 2007
Too often, looking at middle school math classrooms through the eyes of the students reveals a monotonous routine with no clear application to life outside of school. In this article, the author suggests a few strategies for putting the life back into middle school mathematics: (1) mix it up by changing the physical environment and classwork…
Descriptors: Physical Environment, Interests, Mathematics Instruction, Educational Strategies
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O'Hanlon, Charlene – T.H.E. Journal, 2007
Plagued by one of the most overweight populaces in the country, the state of West Virginia was looking for a solution to its obesity problem that would appeal to the school-age crowd. It turned to Linda Carson, a professor at West Virginia University's School of Physical Education. Carson recalled witnessing kids lining up in an arcade to play a…
Descriptors: Junior High Schools, High Schools, Video Games, Play
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Rakoczy, Hannes – New Directions for Child and Adolescent Development, 2007
Playing games, particularly pretense games, is one of the areas where young children first enter into collective, conventional practices. This chapter reviews recent empirical data in support of this claim and explores the idea that games present a cradle for children's growing into societal and institutional life more generally. (Contains 2…
Descriptors: Play, Games, Group Behavior, Preschool Children
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Cheng, An – Simulation & Gaming, 2007
Researchers have highlighted various benefits of the simulation-based approach to second language (L2) writing instruction. In this article, the author argues, with specific pedagogical scenarios, that an explicit focus on genre and genre analysis in simulation-based L2 writing instruction can further enhance learners' reading of content…
Descriptors: Writing Evaluation, Simulation, Second Language Instruction, Teaching Methods
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Depigny, Sylvain; Michelin, Yves – Simulation & Gaming, 2007
Landscape changes in Europe's rural areas seem to generate a more visible impact. This trend raises new questions on rural management and brings about a conflict between farmers' land-use patterns and public expectations, which are often exclusively based on esthetics. The aim of the SHRUB BATTLE board game is to help tutors make future rural…
Descriptors: Rural Areas, Foreign Countries, Sustainable Development, Games
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Shanklin, Stephen B.; Ehlen, Craig R. – Journal of College Teaching & Learning, 2007
This paper discusses using the Monopoly[R] board game as an economic simulation exercise to reinforce an understanding of how the accounting cycle impacts financial statements used to evaluate management performance. This approach uses the rules and strategies of a familiar board game to create a simulation of business and economic realities,…
Descriptors: Economics, Games, Intellectual Property, Simulation
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Kovalik, Doina L.; Kovalik, Ludovic M. – Simulation & Gaming, 2007
This article describes a language simulation involving six distinct phases: an in-class quick response, a card game, individual research, a classroom debate, a debriefing session, and an argumentative essay. An analysis of student artifacts--quick-response writings and final essays, respectively, both addressing the definition of liberty in a…
Descriptors: Freedom, Critical Thinking, Writing (Composition), Essays
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Beavis, Catherine; Charles, Claire – Gender and Education, 2007
In this paper we consider the significance of cyber "LAN" cafes as sites where on and off-line practices meet in way that complicates binary notions of the gendered gamer. Existing research into computer games culture suggests a male dominated environment and points to girls' lower levels of competence and participation in games. Building on…
Descriptors: Computer Mediated Communication, Video Games, Gender Differences, Social Attitudes
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Long, Ju – Journal of Information Technology Education, 2007
Improving learning effectiveness has always been a constant challenge in software education and training. One of the primary tasks educators face is to motivate learners to perform to their best abilities. Using computer games is one means to encourage learners to learn (Klawe, 1994). When games are used in general education, they could enhance…
Descriptors: Motivation, Computer Software, Programming, Researchers
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