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Selkirk, Keith – Mathematics in School, 1986
Definitional questions are raised first, followed by discussion of simulations and their place in the mathematics classroom. Variety and classification are discussed, plus some comments on designing simulations. (MNS)
Descriptors: Educational Games, Educational Philosophy, Elementary Secondary Education, Learning Activities
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Tapson, Frank – Mathematics in School, 1986
The focus is on providing an automatic way of varying the opponents and setting up a competitive framework that is easy to organize and manage. Eight techniques are discussed. (MNS)
Descriptors: Classroom Techniques, Educational Games, Educational Philosophy, Elementary Secondary Education
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Gorman, Michael E. – School Science and Mathematics, 1986
Discussed are three recent psychological experiments that demonstrate (1) how students can be instructed to falsify on two tasks that model scientific reasoning and (2) how the possibility of error in the data affects their attempts to falsify. Games were used in the treatments. (MNS)
Descriptors: College Students, Educational Games, Educational Research, Grouping (Instructional Purposes)
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Minkoff, Dorothy – Journal of Reading, 1984
Describes six oral language games that can help English as a second language students practice language patterns in a spontaneous yet meaningful context. (HOD)
Descriptors: Elementary Secondary Education, English (Second Language), Language Patterns, Oral Language
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Makedon, Alex – Simulation and Games, 1984
Discusses the concept of playful gaming (an idea not expressed fully by either term alone) and uses it as an analytical tool to study the playfulness of games in the context of several social phenomena; i.e., social change, socialization, utopian systems, and educational gaming. An extensive reference list is provided. (MBR)
Descriptors: Definitions, Educational Games, Educational Theories, Instructional Materials
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Klemin, V. Wayne – Business Education Forum, 1985
Presents an outline for creating appropriate courseware from commercial business education software. An example outline is provided to illustrate how a commercial game can be transformed into an educationally sound piece of courseware. (CT)
Descriptors: Audiovisual Aids, Business Education, Courseware, Educational Games
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Atkinson, Rhonda Holt; Longman, Debbie Guice – Journal of Reading, 1985
Sniglets, a word game popularized by comedian Rich Hall, provide teachers and students with a break from the monotony of vocabulary drill by allowing students to make words of their own, practice inferential skills in developing and identifying the meanings, and learn how words are created and made a part of language. (HOD)
Descriptors: Learning Activities, Postsecondary Education, Reading Games, Reading Instruction
Saget, Pierre – Francais dans le Monde, 1985
One teacher's experiences using writing games, typewriting, workshops, and projects to teach writing in French by reestablishing students' pleasure in the writing process are chronicled. (MSE)
Descriptors: Case Studies, Classroom Techniques, Cohesion (Written Composition), French
Sculli, Domenic; Ng, Wing Cheong – Simulation/Games for Learning, 1985
Presents a conceptual framework for design of business games in which output is in the form of service. The framework is presented as three separate systems--the physical, the financial, and the external environment. A hotel management game is used to illustrate the discussion. (Author/MBR)
Descriptors: Educational Games, Higher Education, Instructional Design, Literature Reviews
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Agor, Barbara J. – Unterrichtspraxis, 1984
Describes a problem-solving computer program, "The Refrigerator Game," designed for second language learners, which focuses on the meaning of language, rather than its form. The success of this program proves that students can learn well by focusing on a game's goal, rather than on language itself. (SL)
Descriptors: Communicative Competence (Languages), Computer Assisted Instruction, Creative Activities, Educational Games
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Hatch, Charles W. – Education, 1984
Presents model aimed at resolution of discrepancies between group objectives and individual behavior under certain conditions using step-by-step analysis based on game theory. May be applied by administrators or managers to educational, industrial, or bureaucratic situations where these "people problems" are present. (NEC)
Descriptors: Conflict Resolution, Elementary Secondary Education, Expectation, Game Theory
Valette, Yvette; Valette, Robert – Francais dans le Monde, 1985
A series of classroom microcomputer-assisted games based on an approach to understanding through mythological symbolism is described and discussed. (MSE)
Descriptors: Artificial Intelligence, Class Activities, Computer Assisted Instruction, Educational Games
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Holzberlein, Deanne – Cataloging and Classification Quarterly, 1986
Examples of catalog entries for microcomputer software data files are given in three sections: educational software (elementary and secondary level, college level); educational game software; business-related software. Catalog record elements, simplification methods for cataloging of machine-readable data files, and future considerations are…
Descriptors: Business, Cataloging, Classification, Computer Software
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Kirman, Joseph M. – Journal of Geography, 1986
Described is a map game for middle elementary grade students. The game has four objectives: (1) teaching geographical locations, (2) using map symbols, (3) applying the concept of scale, and (4) developing map-reading skills. (RM)
Descriptors: Educational Games, Elementary Education, Geographic Location, Geography Instruction
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Day, Michael – Journal of Adult Education, 1985
There appears to be a gap between adult education "academics" and "practitioners." This article explores a plausible reason for this occurrence and considers one approach that might be adopted at yearly meetings to bridge this fissure--the adult education clusters game. (CT)
Descriptors: Adult Education, Adult Educators, Communication Problems, Conferences
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