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Brophy, Timothy S. – Contributions to Music Education, 1997
Seeks to determine whether children's singing games are valid and reliable for use in authentic assessment of vocal pitch accuracy; reveals this to be true. Concludes that these games can be used in authentic classroom vocal pitch assessments and should be used as part of a larger, multiply-contexted assessment scheme. (DSK)
Descriptors: Aptitude, Auditory Discrimination, Childrens Games, Elementary School Students
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Morgan, Konrad – Simulation & Gaming, 2000
Reviews some of the cross-cultural factors that should be considered in the design of interactive learning environments such as computer simulations and games. Highlights include cross-cultural differences in learning and the use of technology; cross-cultural attitudes toward technology; computer anxiety; and a methodology for culture-centered…
Descriptors: Computer Anxiety, Computer Attitudes, Computer Games, Computer Simulation
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Gundry, Lisa K.; Kickul, Jill R. – Simulation & Gaming, 1996
Conceptual and behavioral methods for developing student abilities to think and behave creatively are presented with suggestions for their application in entrepreneurship courses. Conceptual exercises as well as the use of musical experimentation, card games, and board games as metaphors for business situations are shown to teach a variety of…
Descriptors: Brainstorming, Business Education, Cognitive Mapping, Cognitive Processes
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Kidd, Bruce – Quest, 1996
Despite claims that participation in Olympic sports is broadly educational and developmental, considerable empirical evaluation suggests otherwise. Most of what is called Olympic education addresses other concerns. This paper argues for a formal, outcomes-based pedagogy of the Olympic sports and Olympic Games, offering proposals on how to realize…
Descriptors: College Athletics, Competition, Educational Objectives, Higher Education
Cassidy, T. K. – Library Talk, 2000
Describes how to incorporate a game into teaching the Dewey decimal system to elementary students in grades three, four, and five. Provides ideas for a nine-week session that includes five weeks of instruction on the Dewey decimal system, card catalog, and Boolean searching; and four weeks of competition. (LRW)
Descriptors: Card Catalogs, Competition, Dewey Decimal Classification, Educational Games
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Ruben, Brent D. – Simulation & Gaming, 1999
Presents an overview of the evolution of experiential instruction theory and practice from its popular emergence in the late 1960s through the present. Simulations, games, and other experience-based instructional methods have had a substantial impact on teaching concepts and applications during this period, and have influenced traditional…
Descriptors: Active Learning, Computer Simulation, Conventional Instruction, Educational Development
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Harris, Susan – British Journal of Educational Technology, 1999
Presents the results of a survey of secondary school students in England that investigated access to computers at home, frequency and duration of use, the applications used including games and word processing, and students' reasons for using a computer at home. Also discusses gender differences in terms of access, frequency of use and applications…
Descriptors: Access to Computers, Computer Games, Computer Uses in Education, Foreign Countries
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Belka, David – Teaching Elementary Physical Education, 2004
When children are assessed as being developmentally ready for competitive game play, large group games and traditional low organizational games need to be replaced by an approach that uses small-sided games, modified equipment and playing areas, and emphasizes game tactics. Manipulating factors that affect the structure and understanding of games…
Descriptors: Play, Physical Education, Games, Child Development
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Kirkley, Sonny E.; Kirkley, Jamie R. – TechTrends: Linking Research & Practice to Improve Learning, 2005
In this article, the challenges and issues of designing next generation learning environments using current and emerging technologies are addressed. An overview of the issues is provided as well as design principles that support the design of instruction and the overall learning environment. Specific methods for creating cognitively complex,…
Descriptors: Video Games, Educational Technology, Instructional Design, Technology Integration
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Solomon, Joan – Studies in Science Education, 2003
Not being listened to, or having their advice mistrusted, is a daily problem for teachers and parents, as well as for doctors, scientists, technologists and other experts. It is also a serious dilemma in applied social psychology (Eiser, 1986) as well as in education where educators talk persuasively with strong evidence about not taking drugs,…
Descriptors: Expertise, Evidence, Citizenship, Science and Society
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Kennewell, Steve; Morgan, Alex – Computers and Education, 2006
Using a mixed method approach of questionnaires, observations and field notes, the authors have studied a number of settings during the past two years which have focussed on the development of ICT capability through play. Some of these have involved children identified as disaffected or disadvantaged, whilst others have involved initial teacher…
Descriptors: Self Esteem, Competence, Academic Achievement, Access to Computers
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Gentile, Douglas, A.; Lynch, Paul, J.; Linder, Jennifer Ruh; Walsh, David, A. – Journal of Adolescence, 2004
Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The…
Descriptors: Psychological Patterns, Adolescents, Video Games, Violence
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Alexander, Joyce M.; Johnson, Kathy E.; Leibham, Mary E.; DeBauge, Christiane – Learning & Individual Differences, 2005
Thirty kindergarten children from two classrooms participated in a 3-week curricular unit on dinosaurs designed to teach taxonomic relations and distinguishing features aligned with 15 dinosaur species. Both domain-specific learning and strategic performance on a Twenty Questions game were assessed twice throughout the curriculum, as well as…
Descriptors: Paleontology, Kindergarten, Metacognition, Intelligence
Neuman, Susan B. – Early Childhood Today, 2005
There has been an explosion of knowledge over the last few years about how children's earliest experiences set the stage for success in learning to read and write. Most experts agree that children who reach kindergarten with certain characteristics--an interest in books, a fondness for conversation, a curiosity about the world--are more likely to…
Descriptors: Reading Readiness, Writing Readiness, School Readiness, Reading Aloud to Others
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Pelletier, Caroline – English Teaching: Practice and Critique, 2005
This paper compares the oral and visual representations which 12 to 13-year-old students produced in studying computer games as part of an English and Media course. It presents the arguments for studying multimodal texts as part of a literacy curriculum and then provides an overview of the games course devised by teachers and researchers. The…
Descriptors: Peer Groups, Influences, English Instruction, Games
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