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Peattie, Ken – Management Education and Development, 1990
Effective ways to teach the abstractions of business policy to undergraduates include analogy, simulation, games, and in particular fantasy role play such as "Dungeons and Dragons." As a form of experiential learning, such techniques can help bridge the gap between theory and its application. (SK)
Descriptors: Business Administration Education, Case Studies, Educational Games, Fantasy
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Rogers, P. J. – Educational Studies, 1989
Describes some boisterous physical games which might be useful in promoting learning, especially in elementary mathematics classes with the socially disadvantaged. Provides a discussion of Jerome Bruner's theory which undergirds such activities. Presents results of an experiment using these methods with 160 children. Finds the case for using play…
Descriptors: Disadvantaged, Educational Research, Educational Theories, Elementary Education
Julien, Patrice – Francais dans le Monde, 1988
Teachers are encouraged to use contemporary French songs for language instruction, and are given guidelines for choosing and teaching the songs and for class exercises exploiting the instructional potential of songs. (MSE)
Descriptors: Class Activities, Classroom Techniques, Controversial Issues (Course Content), Educational Games
Boudin, Herve – Francais dans le Monde, 1989
Three types of instructional games (learning, practice, and creative) are distinguished and discussed, and their place in the second language classroom is considered. It is emphasized that instructional games should complement, not repeat, classroom instruction. (MSE)
Descriptors: Class Activities, Classification, Classroom Techniques, Educational Games
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Kubey, Robert; Larson, Reed – Communication Research, 1990
Examines the use and experience of music videos, video games, and videocassettes among children and young adolescents. Finds that boys reacted with greater arousal and more positive affective states to new video media as compared to traditional media, while girls reported lower affect and arousal, expecially during video games and music videos.…
Descriptors: Adolescents, Children, Communication Research, Mass Media Use
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Stroble, Elizabeth J.; Stroble, Paul E. – Exercise Exchange, 1988
Recommends that teachers be skilled and respectful in helping students identify the functions of religion. The "Simulated Garbage" technique urges students to consider the qualities that give a religion coherence and meaning, without relation to external criteria of seeming rightness. (RAE)
Descriptors: Creative Thinking, Critical Thinking, Educational Games, Higher Education
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d'Aoust, Jean, Ed. – Canadian Modern Language Review, 1990
A variety of French language classroom activities are described, including a game to familiarize immersion students with Canada; exercises using songs; a teacher-student competitive vocabulary game; communicative activities; three games to practice verb conjugations, previously learned structures, and vocabulary; and a whole-language activity…
Descriptors: Class Activities, Classroom Techniques, Foreign Countries, French
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Hampton, Janie – Early Child Development and Care, 1989
Studied the play of 106 Zimbabwean children of 57-84 months to determine how they acquired necessary practical and intellectual skills. Home play activities were ideally suited to the cultural and economic environment of rural communities. (RJC)
Descriptors: African Culture, Child Development, Childrens Games, Foreign Countries
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Cooper, Stewart E.; Robinson, Debra A. G. – School Counselor, 1989
Used Brennan Social Background Questionnaire Item Checklist to compare self-reported childhood games, toys, and activities of 214 male and 51 female college freshmen entering the male-dominated engineering and technical science career fields. Results support a possible connection between childhood play activities and later career choices, and…
Descriptors: Career Choice, Childhood Interests, Childrens Games, College Freshmen
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Seiter, David M., Ed. – Social Studies and the Young Learner, 1989
Highlights geography resources available from the Educational Resource Information Center (ERIC). Provides a brief description of five resources. Articles deal with teaching geography through the use of unique images of China, the integration of tactile and visual learning, the Gall-Peters map projection, a map game, and geographic literacy. (KO)
Descriptors: Annotated Bibliographies, Educational Games, Elementary Education, Foreign Countries
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McAlpine, Lynn – TESL Canada Journal, 1988
Rationalizes using software not designed for English as a second language (ESL) instruction for such application. Criteria for evaluating such software are identified, and some general software that seem to have potential ESL applications are listed. (CB)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, English (Second Language)
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Montgomery, Richard A.; And Others – Journal of Geography, 1988
Presents a world climate simulation game in which students demonstrate knowledge of the Koppen System of Climate Classification, ability to read and interpret a climograph, and ability to locate places by means of longitude and latitude coordinates in an effort to locate a ring of spies who have planted a bomb in an unidentified city. Clues and…
Descriptors: Class Activities, Climate, Educational Games, Geographic Location
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Scriven, Michael – Peabody Journal of Education, 1986
At present computers in schools are misconceived; they are better conceptualized as a source of energy. The energy metaphor is applied to three categories of functions associated with computers in schools: curriculum functions, teaching functions, and learning functions. (IAH)
Descriptors: Computer Games, Computer Uses in Education, Curriculum Development, Elementary Secondary Education
Niedermaier, Jan – Perspectives for Teachers of the Hearing Impaired, 1989
Hearing-impaired high school students created a simulated world where sign language was the dominant mode of communication, and role-played such careers as doctors, bankers, and police officers. Hearing students were invited to visit this simulated world and found how inaccessible various facilities and services were to people without sign…
Descriptors: Accessibility (for Disabled), Communication (Thought Transfer), Educational Games, Hearing Impairments
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Lovelace, Valeria O.; And Others – Journal of Educational Television, 1994
Describes a four-year race relations curriculum developed by "Sesame Street" Research at Children's Television Workshop that was designed to be more explicit about physical and cultural differences and to encourage friendship between people of different races and cultures. Notes on the discussion following this presentation are included.…
Descriptors: Childrens Television, Cultural Differences, Cultural Interrelationships, Discussion
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