NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 17,761 to 17,775 of 20,257 results Save | Export
Learning, 1991
Presents a list of class activities for Black History Month to help students study African heritage. The activities listed, with appropriate grade levels, are storytelling, dances and games, crafts, posters, live-in history, movers and shapers, and a play. Each activity is explained in the pages that follow in this issue. (SM)
Descriptors: African History, Black History, Class Activities, Cultural Activities
Hansen, Karen – Learning, 1991
Presents guidelines for teaching students about African culture via dances and games and for developing related activities to expand student learning experiences. Student activity pages describe how to do the Ghana national dance and how to play Mankala, a popular African game. (SM)
Descriptors: African History, Black Culture, Black Studies, Class Activities
Peer reviewed Peer reviewed
Oswalt, Ivar – Simulation & Gaming, 1993
Summarizes recent military simulation and gaming applications, discusses trends that are affecting their use and development, and describes organizations that are involved with military simulations. Highlights include areas of application, including education and training, analysis, mission support, and evaluation; measuring simulation…
Descriptors: Computer Networks, Design Requirements, Educational Games, Evaluation Methods
Peer reviewed Peer reviewed
Andrews, Ian A. – Canadian Social Studies, 1992
Presents two puzzles that can be used in the classroom for teaching Canadian history during the world wars. Includes a word find puzzle and a crossword puzzle. Explains that both puzzles include names of major battles, significant events, and personalities from Canada's wartime history. (DK)
Descriptors: Educational Games, Elementary Secondary Education, Foreign Countries, History Instruction
Peer reviewed Peer reviewed
Vaughter, Reesa M.; And Others – Psychology of Women Quarterly, 1994
In 2 studies, 374 undergraduate students gave retrospective reports of their favorite games, toys, hobbies, and sports in elementary school, high school, and college. Results show that sex similarities and differences vary as a function of kind of play. Implications of sex differences for socialization and moral reasoning are discussed. (SLD)
Descriptors: Athletics, Child Behavior, Childrens Games, Elementary Secondary Education
Peer reviewed Peer reviewed
Sheets, Janet – RSR: Reference Services Review, 1998
Discusses training for student assistants in academic libraries, reviews the literature on role playing, and describes "The Reference Game," a role-playing exercise used to train reference student assistants at Baylor University (Texas). Description notes participant roles, preparation, rules of the game, typical questions, and…
Descriptors: Academic Libraries, College Students, Educational Games, Higher Education
Peer reviewed Peer reviewed
Bell, Davia – TESOL Journal, 1999
Explores ring games--where participants form a circle, sing, dance, and take turns entering the circle--and how they can be used in the second-language classroom. The playful integration of vocalization and rhythmic body movement can have a powerful influence on speech fluency. (Author/VWL)
Descriptors: Classroom Techniques, Dance, Educational Games, English (Second Language)
Peer reviewed Peer reviewed
Passig, David; Eden, Sigal – American Annals of the Deaf, 2000
A study investigated whether rotating three-dimensional objects using virtual reality would affect flexible thinking in 14 children (ages 8-11) with hearing impairments. Children played virtual 3-D Tetris individually, 15 minutes once weekly over 3 months. Before-and-after testing showed significantly improved flexible thinking in the experimental…
Descriptors: Adolescents, Children, Childrens Games, Computer Simulation
Peer reviewed Peer reviewed
Yawn, Barbara P.; Algatt-Bergstrom, Pamela J.; Yawn, Roy A.; Wollan, Peter; Greco, Mark; Gleason, Marie; Markson, Leona – Journal of School Health, 2000
Examined the inclusion of an asthma education space adventure game into fourth-grade classrooms. Pretesting and posttesting indicated that using the game significantly improved students' asthma knowledge in the intervention classroom over the observation period. Knowledge gained was retained over a 4-week period. The addition of physician-led…
Descriptors: Asthma, Comprehensive School Health Education, Computer Games, Computer Uses in Education
Peer reviewed Peer reviewed
Blomqvist, Minna T.; Luhtanen, Pekka; Laakso, Lauri; Keskinen, Esko – Journal of Teaching in Physical Education, 2000
Reports the development and validation of video-based game-understanding tests in badminton for elementary and secondary students. The tests included different sequences that simulated actual game situations. Players had to solve tactical problems by selecting appropriate solutions and arguments for their decisions. Results suggest that the test…
Descriptors: Badminton, Comprehension, Elementary Secondary Education, Foreign Countries
Peer reviewed Peer reviewed
Brozik, Dallas; Zapalska, Alina – Social Studies, 1999
Contends that active learning allows students to become involved in learning by exploring issues and ideas under the guidance of the instructor. Describes the Market Game as an example of active learning that is an interactive game that simulates the behavior of a competitive market. Explores the students' reactions to the game. (CMK)
Descriptors: Active Learning, Economics, Economics Education, Educational Games
Peer reviewed Peer reviewed
Kader, Gary; Perry, Mike – Mathematics Teaching in the Middle School, 1998
Presents a game called Push-Penny, played by pushing a coin and having it land on a line, used to teach students to develop intuitive feelings for the consequences of randomness, including data handling and the construction and use of tables and graphs. (ASK)
Descriptors: Data Analysis, Data Collection, Educational Games, Elementary Education
School Library Media Activities Monthly, 1998
Presents ideas which offer a change from the normal school library media center orientation. Suggestions include: name tags, relay races for information, Dewey Decimal Hopscotch, written descriptions of the library media center, introduction of sections of the library media center with answers for students to supply questions to, short quizzes,…
Descriptors: Class Activities, Educational Games, Elementary Secondary Education, Guidelines
Peer reviewed Peer reviewed
Miller, Leslie; And Others – Interpersonal Computing and Technology, 1996
A lack of gender-sensitive computer games exacerbates female disinterest in technology. Girls-only focus groups revealed phenomena that may help software developers awaken girls' enthusiasm for computing. For instance, girls placed a premium on richly textured video and audio, on collaborating rather than competing, on interacting with male…
Descriptors: Computer Attitudes, Computer Games, Computer Simulation, Computer Software Development
Peer reviewed Peer reviewed
Rieber, Lloyd P. – Educational Technology Research and Development, 1996
Provides a brief overview of the history, research, and theory related to play. Research from education, psychology, and anthropology suggests that play is a powerful mediator for lifelong learning, and the design of hybrid learning environments is suggested based on the constructivist concept of microworlds and supported with games and…
Descriptors: Computer Assisted Instruction, Computer Simulation, Constructivism (Learning), Educational Environment
Pages: 1  |  ...  |  1181  |  1182  |  1183  |  1184  |  1185  |  1186  |  1187  |  1188  |  1189  |  ...  |  1351