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Thomson, Lynn M. – Exercise Exchange, 1989
Describes a dictionary game, adapted from the game "Balderdash," which builds skills in vocabulary and dictionary use, creative writing, and impromptu speaking, and simultaneously develops the ability to evaluate definitions critically. (MM)
Descriptors: Class Activities, Definitions, Dictionaries, Educational Games
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Inkpen, Kori; And Others – Journal of Computers in Mathematics and Science Teaching, 1994
This paper describes one piece of research that examines how girls interact within an electronic games environment. Girls were observed and interviewed to determine their interest in electronic games, how they play and watch others play; and how the presence of others affects their play. (49 references) (LZ)
Descriptors: Computer Games, Elementary Secondary Education, Females, Mathematics Education
Miller, Bruce – Teaching Theatre, 1995
Describes new ways to use the old game of musical chairs to teach basic acting skills. Presents several variations, including "start me up,""I will survive,""shake your bootie,""who are you?," and "don't know much about history." States that each exercise builds on the previous one, and can be used…
Descriptors: Acting, Class Activities, Educational Games, Higher Education
Miller, Bruce – Teaching Theatre, 1996
Describes the "Power Game," which has only one rule: the object is to win, and the game is over when one player speaks or touches the other. Explains the structure and progression of the game in rounds. States that the game provides a launching point for a discussion of power, winning and losing, and listening clearly. (PA)
Descriptors: Acting, Class Activities, Dramatic Play, Educational Games
Forster, Paul – Teaching Theatre, 1995
Describes the experiences of a teacher who inherited a drama program from a prior instructor, and the problems that the new instructor faced. States that, with the introduction of improvisation exercises from Viola Spolin (based on team play and noncompetitive theater games), the instructor saw a dramatic turnaround in student interest and…
Descriptors: Acting, Class Activities, Educational Games, High Schools
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Hall, Ann K. – Reading Teacher, 1995
Describes a guessing game called "Sentencing," which can be played with students from third grade through high school. It develops students' abilities to use semantic, syntactic, and graphophonic cues and also allows teachers to view the metacognitive strategies of their students. (SR)
Descriptors: Educational Games, Elementary Secondary Education, Metacognition, Reading Instruction
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Lederman, Linda Costigan – Simulation & Gaming, 1992
Reviews the literature on debriefing and identifies the essential elements and phases of the debriefing process. A model for systematic assessment of debriefing is presented which consists of five sets of questions that focus on learning objectives, situational constraints, the debriefing strategy, implementation of the strategy, and the…
Descriptors: Educational Games, Evaluation Methods, Experiential Learning, Literature Reviews
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Andrews, Ian A. – Canadian Social Studies, 1992
Presents a crossword puzzle and a word-find puzzle. Provides clues dealing with Canadian history and government. Includes an answer key for the crossword puzzle. (SG)
Descriptors: Educational Games, Elementary Secondary Education, Foreign Countries, Governmental Structure
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Jordan, Geoff – Simulation & Gaming, 1992
Examines how computer-based simulations can best be exploited for computer-assisted language learning. Three learning environments are discussed: (1) the classroom, (2) a computer lab, and (3) self-access. Various types of computer-based simulations are described, including sports, adventure games, management of resources, and branching stories.…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Computer Software
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Schrade, Arlene – Hispania, 1994
Lists reasons for teaching Spanish through centuries old games from Spain and Mexico. The article describes and gives specific instructions for several games suitable for middle school students. It is concluded that most children love to play games and learn from their play. (13 references) (Author/(CK)
Descriptors: Educational Games, Foreign Countries, Middle Schools, Second Language Instruction
Texas Child Care, 1994
Notes that puzzles, the cornerstone of table-top or manipulative learning areas in early childhood programs, are structured materials, self-correcting toys that help children in a variety of developmental areas. Suggests that handmade puzzles are less expensive and can be tailored for specific concepts, themes, or skill levels. Provides…
Descriptors: Developmentally Appropriate Practices, Early Childhood Education, Educational Games, Manipulative Materials
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Graney, Chris M. – Physics Teacher, 1994
A professor of physics discusses ideas on how to use physics to improve your ping-pong game. Describes how basic physics was used to analyze a simple ball-paddle collision problem and provide students with insight on the application of physics to a fun and real life situation. (ZWH)
Descriptors: Games, Higher Education, Introductory Courses, Inventions
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Nelson, David L.; Peterson, Cindee Q. – Occupational Therapy Journal of Research, 1991
A study compared three subject groups structured for competition to three subject groups structured for cooperation. Thirty-six 8- to 17-year-old males residing in a treatment center for nonpsychotic psychosocial disorders participated in competitive and cooperative dice games. Results did not support the hypothesis that a cooperative experience…
Descriptors: Adolescents, Behavior Disorders, Competition, Cooperation
Cummings, Alysa – Learning, 1991
Presents ideas to help elementary educators teach their students thinking skills through word splashes (collages of words and pictures that help students think and make connections). A student page offers a word splash activity. (SM)
Descriptors: Class Activities, Creative Teaching, Educational Games, Elementary Education
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Krawchuk, Trevor; And Others – Canadian Social Studies, 1992
Presents a board game in which students pretend to be American Indians, settlers, or traders. Explains that students learn about people and life in Canada in the nineteenth century. Suggests that players will learn vocabulary, a sense of value, and bartering methods. Includes designs for the gameboard, commodity cards, and score cards. (DK)
Descriptors: Educational Games, Elementary Education, Grade 4, History Instruction
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