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Carton, Dana – Modern Language Journal, 1977
Outlines a "post office" lesson used in foreign language teaching. Students write postcards to each other and class conversation becomes a realistic exercise in asking directions to the Post Office, price of postage, methods of mailing, etc. (CHK)
Descriptors: Class Activities, Communicative Competence (Languages), Educational Games, French
Prior, Jennifer; Gerard, Maureen R. – International Reading Association (NJ3), 2004
Find out how environmental print can be used as an instructional literacy tool in the kindergarten classroom. This book: (1) Describes games, activities, and centers that use environmental print; (2) Shows how to use environmental print to create a curriculum and assess students print awareness and sight word vocabulary; and (3) Gives…
Descriptors: Early Childhood Education, Literacy Education, Relevance (Education), Reading Instruction
Silliman, Anna, Ed. – Hands-On English, 2003
These three issues contain educational activities and articles on the following topics: education for the future; learning about learning; readers' responses to requests for suggested article and activity topics; tools and techniques (revisiting the one-question interview, learning students' names, and getting to know one another); multi-level…
Descriptors: Adult Education, Class Activities, Educational Games, Elementary Secondary Education
Arizona State Dept. of Library, Archives and Public Records, Phoenix. – 2002
This reading program manual delineates the "Books and Pets" program, a project of Arizona Reads, which is a collaboration between the Arizona Humanities Council and the Arizona State Library, Archives, and Public Records. A CD-ROM version of the program accompanies the manual. The manual is divided into the following parts: Introduction;…
Descriptors: Bibliographies, Childrens Literature, Class Activities, Elementary Secondary Education
Milam, Peggy S. – 2002
This book is a comprehensive guide to implementing the InfoQuest program in libraries, schools, and school library media centers. In the InfoQuest program, a research question is posed each week, and students have all week to come to the media center and use a variety of reference tools and media to research the answer. Small prizes are awarded to…
Descriptors: Educational Philosophy, Elementary Secondary Education, Games, Information Literacy
Shen, Chun-Yi; O'Neil, Harold – Online Submission, 2006
Researches indicate that worked examples could effectively facilitate problem solving by reducing cognitive load during learning. However, there is no study using worked examples in a game-based environment. The purpose of this study was to examine the effectiveness of worked examples on problem solving in a game-based environment. In this study,…
Descriptors: Transfer of Training, Control Groups, Problem Solving, Computers
Villee, Pat A. Gallo; Kaser, Kenneth J. – 1997
This collection of 30 business classroom activities is designed to help students become active thinkers and doers. It provides a variety of ways for reinforcing concepts, practicing problem-solving and critical-thinking skills, and having fun. This manual provides an objective, instructions, and a material list for each activity. Several…
Descriptors: Business Education, Business Skills, Classroom Techniques, Educational Games
Cotton, Eileen Giuffre – 2000
Presenting a wide array of Internet addresses and sample lessons, this fourth edition shows how teachers can integrate the Internet into their K-12 curriculum to actively involve students. The first section of the book (chapters 1-6) deals with the programs needed to use the Internet, as well as 100 great web sites for teachers, how to manage the…
Descriptors: Class Activities, Educational Games, Electronic Mail, Elementary Secondary Education
Discovery Communications, Inc., Bethesda, MD. – 2002
Based on Bram Stoker's novel "Dracula," this lesson plan presents activities designed to help students understand that some fictional literary characters become so famous that they enter popular culture in other forms (movies, games, toys); and that working on a product such as a game often demands collaborative effort. The main activity of the…
Descriptors: Characterization, Class Activities, Cooperative Learning, Educational Games
Gilbert, Juan E. – 2002
The acceptance of animation technologies is increasing. Video games, such as Sony PlayStation (SONY, 2002), have become part of the culture for young people from kindergarten through undergraduate school. Animation technologies have been implemented into educational systems in the form of animated pedagogical agents (Johnson, 2000). The research…
Descriptors: Animation, Computer Assisted Instruction, Computer Simulation, Computer System Design
Draze, Dianne – 1997
This guide to a unit on a simulation game about the stock market contains an instructional text and two separate simulations. Through directed lessons and reproducible worksheets, the unit teaches students about business ownership, stock exchanges, benchmarks, commissions, why prices change, the logistics of buying and selling stocks, and how to…
Descriptors: Basic Business Education, Class Activities, Classroom Techniques, Consumer Education
Indiana Univ.-Purdue Univ., Indianapolis. – 2001
This CD-ROM is the second in a series of CDs allowing students to explore the trees and animals of the northern boreal forest. Using QuickTime Virtual Reality (QTVR), the Central Hardwood Virtual Forest is designed so that students are able to see views from inside the central hardwood forest and look up or down or spin around 360 degrees. The…
Descriptors: Computer Uses in Education, Educational Games, Elementary Secondary Education, Forestry
1997
This CD-ROM presents a computer game that introduces students to the world of archaeology through attempting to solve a mystery. It gives students the inside story on this fascinating science and contains five missions for solving the mystery, over 20 video sequences, a variety of activities, a glossary with 53 entries, over 40 photos, 20…
Descriptors: Archaeology, Computer Software, Computer Uses in Education, Educational Games
1999
This CD-ROM allows students to discover the key factors and major dates in the development of the science of chemistry. It includes 93 scientific concepts, 20 minutes of narration with animation, 14 interactive activities, an illustrated periodic table, a complete Portable Document Format (PDF) user guide, a dictionary explaining over 40 terms, a…
Descriptors: Chemistry, Computer Software, Computer Uses in Education, Educational Games
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De Vries, David L.; Edwards, Keith J. – American Educational Research Journal, 1973
The purpose of the present study was to examine the effects of a learning game, of student teams, and of the games-teams combination on classroom processes. (Author)
Descriptors: Class Activities, Classroom Environment, Classroom Research, Educational Games
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