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Little, Timothy – Social Education, 1975
A simulation, entitled Truth in Advertising, is presented to provide upper elementary students with a frame of reference with which to assess the advertising they encounter and to make them aware of the rules of fair practices in the market place. (JR)
Descriptors: Consumer Education, Educational Development, Elementary Education, Games
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Robinson, J. N. – Economics, 1974
Using a university-owned computer, English secondary schools participate in a game to stabilise the course of their "nation's" economy over a 20 year period. Information provided to participating students is included in the article. (JH)
Descriptors: Budgets, Computer Assisted Instruction, Economics Education, Financial Policy
Mareck, Barbara C. – 1990
Designed to increase sixth-grade students' leisure time reading, this practicum study investigated the effectiveness of a computerized independent reading contest. An existing word processing program was modified to encourage the sixth-grade students to read. A list of 25 books was developed. Students used the computer program to respond to…
Descriptors: Computer Assisted Instruction, Grade 6, Intermediate Grades, Middle Schools
Hoffman, Sandra Josephs – 1983
One preschool-age child's literacy-oriented, self-initiated games and play are described in this report. Some of the games used decontextualized print, some focused on contextualized written language, some were number games, and some involved letters and words. Commercially produced games were used in addition to games constructed at home; these…
Descriptors: Case Studies, Childrens Games, Diaries, Family Environment
Horgan, Dianne; And Others – 1986
The nature and development of semantic processing in chess was investigated in a study involving younger players from 6 through 18 years of age. Efforts were directed toward establishing the assertion that skilled players' memory for chess positions depends largely upon the availability of pre-stored schema (PSS) that are both abstract and…
Descriptors: Adolescents, Age Differences, Children, Cognitive Ability
Rothlein, Liz; Einspruch, Eric – 1987
A total of 203 teachers of 5-year-olds in public school kindergartens representing 35 states responded to a questionnaire about traditional circle games. The teachers were asked to identify three of the favorite traditional circle games used in their classrooms and to indicate how often and how long the games were played. In addition, teachers…
Descriptors: Childrens Games, Educational Objectives, Elementary School Curriculum, Incidence
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Stolovitch, Harold D. – 1984
This chapter presents two significant gaming concepts, one old and one new, and demonstrates how interactive teaching/learning situations can be structured through their application to attain prespecified objectives which require communication, group decision making, planning, or simple interactive skills. Frame games, the older concept, are…
Descriptors: College Students, Educational Games, Higher Education, Instructional Development
Mitchell, Edna – 1984
Twenty families in the San Francisco Bay area (California) with new Atari home video game sets were studied from February through June 1981 to obtain data on how the game-playing affected family interaction. Records of play were kept for one week each month and each family member was interviewed at the beginning and the end of the study. It was…
Descriptors: Behavioral Science Research, Family Environment, Family Life, Games
Emery, Lynne – 1984
Despite exclusion from the mainstream of society in the late 1800s and the early part of this century, Chinese American youth in the Los Angeles (California) area adopted the sports of this country. Chinese American baseball and basketball teams competed with each other and with teams from the Japanese American community. Football was also played…
Descriptors: Athletes, Athletics, Baseball, Basketball
Chance, Paul – 1979
Summarized in this volume are concepts, presented and developed at a roundtable discussion by scientists and child health professionals, focusing on aspects of children's play behavior. Participants sought to answer three questions: (1) What is play behavior and what is known about it? (2) How does play contribute to infant and child development?…
Descriptors: Child Development, Childrens Games, Early Childhood Education, Evaluation Criteria
Cohn, Sheryl L. – 1989
Provided to teachers are guidelines for structuring a school-age child care program and a list of appropriate activities for after-school care. Discussion covers attendance taking, transition times, group games, art activities, and staggered dismissal. Supplemental activities are suggested, and outlines of a typical school day with child care, and…
Descriptors: Activities, After School Programs, Elementary Education, Games
White, Caryn – 1987
This document, designed to introduce all ages to a selection of popular Chinese games, describes these games and provides instructions and materials for making the items needed to play most of them. Section 1 suggests class activities that can be related to some of the games. Section 2 presents instructions for the physical or outdoor games of:…
Descriptors: Class Activities, Community Education, Elementary Secondary Education, Experiential Learning
Aufenanger, Stefan – 1987
Rules for selecting participants of games are the starting point for creating a just community among preschool-aged children. At first glance, it seems impossible to create a just community among young children whose social perspective-taking is undifferentiated and egocentric, and whose sense of positive justice is similarly limited. However,…
Descriptors: Educational Practices, Foreign Countries, Games, Justice
Ellington, Henry – 1987
An overview of participative exercises of the game/simulation/case study type is provided, and seven distinct types of exercises are identified and briefly described; i.e., "pure" games; "pure" simulations; "pure" case studies; simulation games; games used as case studies; simulated case studies; and simulation games used as case studies. The…
Descriptors: Case Studies, Cognitive Objectives, Educational Games, Foreign Countries
Higgins, John J. – 1981
Two keywords "input" and "get," in the BASIC programming language provide a metaphor of the processes of response and intervention in a dialogue situation. Computer teaching activities can be programmed using one or both of these commands. There are at least five main types: the quiz or overt teaching program, the text processsing program, the…
Descriptors: Cloze Procedure, Computer Assisted Instruction, Educational Games, Programed Instructional Materials
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