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Neysmith-Roy, Joan M. – Teaching of Psychology, 1994
Describes a project within an undergraduate developmental psychology course in which students build toys suitable for newborn to four-year-old children. Includes instructional procedures, descriptive examples of toys made during the class, grading procedures, and student evaluations of the project. (CFR)
Descriptors: Child Development, Childrens Games, Course Content, Course Descriptions
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Clifford, Margaret M.; Chou, Fen-Chang – Journal of Educational Psychology, 1991
Fourth grade Taiwan students (94 males and 97 females) completed 2 cognitive risk-taking tasks with variable payoff or fixed payoff in a game or test context. Both variable payoff and game context increased the level of academic risk taking. Results are discussed concerning interactions between ability and risk taking. (SLD)
Descriptors: Academic Ability, Cognitive Measurement, Comparative Analysis, Context Effect
Cummings, Alysa – Learning, 1991
Describes discovery learning, a teaching method that encourages students to use inductive reasoning. Students explore and experiment using the skill or idea being taught; they determine rules, make generalizations, and discover concepts. The teacher acts as coach, advisor, and reinforcer. A student page offers a discovery learning game on capital…
Descriptors: Capitalization (Alphabetic), Discovery Learning, Educational Games, Elementary Education
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Ford, Mary Jane; And Others – Journal of Computing in Childhood Education, 1993
Compared the effects of using various computer software programs on the attending behavior of children with attention-deficit hyperactive disorder (ADHD). Found that the attention of ADHD children increased while they used software with a game format when animation was not excessive. Other factors affecting nonattending behaviors included the…
Descriptors: Attention Deficit Disorders, Attention Span, Comparative Analysis, Computer Games
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Breen, Catherine G.; Haring, Thomas G. – Journal of Applied Behavior Analysis, 1991
The interactions of three dyads, consisting of one student with moderate mental retardation and one nondisabled peer, were assessed while playing computer games. Results indicated that students (ages 13-14) exhibited more frequent social initiations, higher degrees of game satisfaction, and equal/higher degrees of peer satisfaction while playing…
Descriptors: Competence, Computer Games, Context Effect, Interaction
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Brown, Robert G. – Social Studies, 1998
Touts the advantages of experiential learning through educational games, or simulations, as provided by outdoor-learning centers. The organization of outdoor learning is discussed along with ways for integrating community groups into the activities. Included are five examples, a bibliography, and contact information for two centers that support…
Descriptors: Adventure Education, Community Involvement, Educational Games, Educational Resources
McFarland, Ronald D. – HyperNexus, 1997
Examines the importance of the instructional systems design (ISD) model in designing the presentation and content of technology-based learning (TBL) environments, especially for adult learners. Describes TBLs and their use in university and adult learning and discusses the most common presentation methods: drill and practice, tutorial, simulation,…
Descriptors: Adult Learning, Computer Assisted Instruction, Drills (Practice), Educational Environment
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Anderson, Craig A.; Morrow, Melissa – Personality and Social Psychology Bulletin, 1995
Extended and tested Deutsch's theory of competition effects. Predicted that people view competitive situations as inherently more aggressive than cooperative ones. Predicted that leading people to think of an aggressive situation in competitive terms would increase aggressive behavior. Increase of kill ratio occurred in absence of changes in…
Descriptors: Aggression, Behavior, Cognitive Processes, Cognitive Structures
School Library Media Activities Monthly, 1996
Describes ways to instill in elementary school students a sense of ownership of the library media center and self-confidence in its use. Topics include signage; student "licenses" for completion of training on library equipment; individual rewards; "footprints" or similar pathfinders on the floor; maps; and browsing and…
Descriptors: Educational Games, Elementary Education, Elementary School Students, Learning Activities
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Cannon, Hugh M.; Smith, J. Alexander – Simulation & Gaming, 2004
Over the years, the Association for Business Simulation and Experiential Learning (ABSEL) has invested considerable effort in formulating its research mission while reflecting on its unique identity among professional organizations. This article reviews the literature on this topic while identifying key issues and proposals. It then discusses the…
Descriptors: Experiential Learning, Research Libraries, Professional Associations, Institutional Mission
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Marks, Anna; Burden, Bob – Educational Psychology in Practice, 2005
The Cognitive Profiling System (CoPS 1) is a psychometric assessment/screening system presented in the form of computer games to children in their early school years in order to predict the probability of later learning difficulties of both a general and specific nature (Singleton, Horne, & Thomas, 1999). Although some evidence is available as…
Descriptors: Foreign Countries, Psychometrics, Predictive Validity, Student Evaluation
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Novarro, Neva K. – Journal of Education Finance, 2005
This article studies the effects of earmarking state lottery profits for education. Because educational expenditures generally exceed the funds earmarked for education by a wide margin, nothing prevents state legislators from using earmarked funds to replace rather than augment funds that would have gone to education in the absence of earmarking.…
Descriptors: Expenditures, Educational Finance, Funding Formulas, Resource Allocation
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Cameron, Brian; Dwyer, Francis – Journal of Interactive Learning Research, 2005
Online and computer-based instructional gaming is becoming a viable instructional strategy at all levels of education. The purpose of this study was to examine the effect of (a) gaming, (b) gaming plus embedded questions, and (c) gaming plus questions plus feedback on delayed retention of different types of educational objectives for students…
Descriptors: Educational Strategies, Educational Objectives, Feedback, Cognitive Style
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Hubbard, Julie A.; Parker, Elizabeth H.; Ramsden, Sally R.; Flanagan, Kelly D.; Relyea, Nicole; Dearing, Karen F.; Smithmyer, Catherine M.; Simons, Robert F.; Hyde, Christopher T. – Social Development, 2004
Our first goal was to examine the relations among observational, physiological, and self-report measures of children's anger. Our second goal was to investigate whether these relations varied by reactive or proactive aggression. Children (272 second-grade boys and girls) participated in a procedure in which they lost a game and prize to a…
Descriptors: Metabolism, Aggression, Psychological Patterns, Grade 2
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Sumukadas, Narendar; Fairfield-Sonn, James W.; Morgan, Sandra – Simulation & Gaming, 2005
Business students are typically introduced to the concept of process management in their introductory course on operations management. A very important learning outcome here is an appreciation that the management of processes is a key to the management of quality. Some of the related concepts are qualitative, such as strategic and behavioral…
Descriptors: Simulation, Games, College Instruction, Business Administration Education
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