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Zan, Betty; Hildebrandt, Carolyn – Early Education and Development, 2003
Differences in children's social interactions during cooperative and competitive games were investigated. Thirty-seven children from two first grade classes with cooperative classroom climates were videotaped while playing a cooperative and a competitive board game. Children's social interactions were coded using Selman's Levels of Enacted…
Descriptors: Grade 1, Games, Student Attitudes, Comprehension
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Greengold, Stacey L. – Journal of Chemical Education, 2005
"Match Game" is a simple game designed through which students could learn the names of all lab equipment and glassware that they would encounter during the school year. The game leads into a student-based discussion during which they carefully think about proper uses for each piece of labware.
Descriptors: Laboratory Equipment, Chemistry, Educational Games, Teaching Methods
Maxwell, D. Jackson – Library Media Connection, 2004
Literacy games are just another strategy in the ultimate goal to increase reading and overall student academic performance. Activities such as the Fall reading game, which focuses on the Fall season, which encourage reluctant readers to take the beginning steps toward developing the skills they would need to become accomplished readers are…
Descriptors: Educational Games, Skill Development, Students, Reading Strategies
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Urrutia-Rojas, Ximena; Menchaca, John – Journal of School Health, 2006
According to the Centers for Disease Control and Prevention, 1 in 3 children born in 2000 in the United States will become diabetic. The odds are higher for African American and Hispanic children as nearly 50% of them will develop diabetes. Random screening is not effective in identifying children at risk for type 2 diabetes mellitus (T2DM);…
Descriptors: Grade 5, Prevention, Incidence, Disease Control
Landman, Greisy Winicki – Australian Mathematics Teacher, 2005
Mathematical games provide wonderful opportunities to engage students in meaningful and rich mathematical investigations. This article describes three mathematical games suitable to be played by different groups of students, from young elementary school students, learning the basics of arithmetic and geometry, to older students making their first…
Descriptors: Educational Games, Geometry, Elementary School Students, Arithmetic
Borja, Rhea R. – Education Week, 2006
In an age of rising obesity rates, more students are getting fit in school with the help of the video game series Dance Dance Revolution (DDR) and similar games. Some educators caution that while the trend is positive overall, technology should only supplement--not replace--traditional physical activity, such as running, aerobics, and other…
Descriptors: Video Games, Teaching Methods, Physical Activities, Physical Fitness
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Crespo, Miguel; Reid, Machar M.; Miley, Dave – Strategies: A Journal for Physical and Sport Educators, 2004
In this article, the authors reveal that tennis has been increasingly taught with a tactical model or game-based approach, which emphasizes learning through practice in match-like drills and actual play, rather than in practicing strokes for exact technical execution. Its goal is to facilitate the player's understanding of the tactical, physical…
Descriptors: Drills (Practice), Racquet Sports, Skill Development, Physical Education
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Galantucci, Bruno – Cognitive Science, 2005
The emergence of human communication systems is typically investigated via 2 approaches with complementary strengths and weaknesses: naturalistic studies and computer simulations. This study was conducted with a method that combines these approaches. Pairs of participants played video games requiring communication. Members of a pair were…
Descriptors: Experimental Programs, Investigations, Computer Simulation, Video Games
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Allor, Jill Howard; Gansle, Kristin A.; Denny, R. Kenton – Preventing School Failure, 2006
The authors demonstrate the use of curriculum-based measurement, specifically Dynamic Indicators of Basic Early Literacy Skills (DIBELS), to identify and evaluate the progress of 6 kindergarten students who are experiencing difficulty with phonemic awareness. The Stop and Go Game, a blending and segmenting intervention, is individually implemented…
Descriptors: Phonemes, Educational Games, Kindergarten, Intervention
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Saldana, David – School Psychology International, 2004
Master Mind is a commercial game, popular in the 1970s, that has been extensively used in psychological and educational research. Here, a dynamic assessment format is developed in order to test metacognitive skills in individuals with mental retardation. The main objective is to obtain valid scores that adequately reflect individual differences…
Descriptors: Thinking Skills, Metacognition, Intelligence Tests, Educational Research
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Rotter, Kathleen – TEACHING Exceptional Children, 2004
This article explains how to use the "Jeopardy!" game format both to assess student knowledge and reinforce critical information. It first considers problems with use of the standard game with students who have mild disabilities, then offers suggested modifications to the game to increase its instructional effectiveness. (Contains references.) (DB)
Descriptors: Drills (Practice), Educational Games, Elementary Secondary Education, Instructional Effectiveness
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Lewis, Alison; Peat, Mary; Franklin, Sue – Journal of Biological Education, 2005
Protein synthesis is a complex process and students find it difficult to understand. This article describes an interactive discussion "game" used by first year biology students at the University of Sydney. The students, in small groups, use the game in which the processes of protein synthesis are actioned by the students during a…
Descriptors: Biology, Genetics, Scientific Concepts, Universities
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Murphy, Suzanne M.; Faulkner, Dorothy – Social Development, 2006
This study investigated gender differences in communication effectiveness between popular and unpopular 5- to 7-year-old children. Because previous research suggests that there may be gender differences in how popular and unpopular children communicate with each other, 24 same-gender pairs (each containing a popular and an unpopular child) were…
Descriptors: Verbal Communication, Children, Incidence, Peer Acceptance
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Santacruz, Isabel; Mendez, Francisco J.; Sanchez-Meca, Julio – Child & Family Behavior Therapy, 2006
Two play therapies applied by parents for darkness phobia in young children are compared. Seventy-eight children between the ages of 4 and 8 were recruited from twenty-seven schools. The participants were randomly assigned to three experimental conditions: bibliotherapy and games, emotive performances, and no treatment. The treatments were applied…
Descriptors: Play Therapy, Young Children, Parents, Bibliotherapy
Lindroth, Linda – Teaching Pre K-8, 2005
This article describes new presentation tools and game shows that can make the classroom into a learning stage. RM Easiteach Studio, a presentation software from RM Educational Software, provides teaching tools for use on any interactive whiteboard. Classroom Jeopardy[R] from Educational Insights includes a scoreboard/base control unit, three…
Descriptors: Student Motivation, Educational Games, Integrated Curriculum, Computer Software Selection
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