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Renaud, Lise; Stolovitch, Harold – Simulation and Games, 1988
Describes study conducted in Montreal which used simulation games to determine the effect of role play, group dynamics, behavior modeling, and training on the attitudes and behavior of five-year-old pedestrians with respect to traffic safety rules. Hypotheses tested are presented and treatments for the experimental and control groups are…
Descriptors: Attitude Measures, Behavior Modification, Childhood Attitudes, Educational Games
Jolicoeur, Karen; Berger, Dale E. – Educational Technology, 1988
This basic plan for implementing educational software in the classroom incorporates a research design for evaluating its effectiveness. A study of fifth grade classrooms using game and tutorial software for spelling and fractions is used as an example. Topics discussed include software selection, selecting groups of comparable ability, and use of…
Descriptors: Ability Grouping, Academic Achievement, Computer Assisted Instruction, Computer Games
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Warburton, Jeff; Madge, Clare – Journal of Geography in Higher Education, 1994
Contends that the success or failure of an undergraduate research project can hinge on one or two decisions made at an early stage in the process. Describes a "Snakes and Ladders" board game used to remind students of good and bad research design practices. Includes game rules and a listing of the good and bad practices. (CFR)
Descriptors: Active Learning, Class Activities, Educational Games, Educational Strategies
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Berard, Robert, Ed. – Canadian Social Studies, 1994
Reviews five instructional media packages designed for classroom use. Discusses the content and approach of each of the items, which include a computer game, two video cassettes, and two instructional films. Includes teaching suggestions for using the products. (CFR)
Descriptors: Audiovisual Aids, Canada Natives, Computer Games, Computer Software
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Stanfel, Julie – Educational Media International, 1994
The National Film Board of Canada (NFB) is focusing on interactive and multimedia technologies, within the framework of a virtual commons, to promote the study of people, their environments, and their resources. (AEF)
Descriptors: Community Development, Computer Games, Computer Networks, Educational Development
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Conkell, Carol S.; Pearson, Huey – Strategies, 1995
Developmentally appropriate games in physical education provide ample learning time for all students, not just highly skilled students. The paper explains how to modify activities to be developmentally appropriate so students at all skill levels can succeed. (SM)
Descriptors: Athletics, Child Development, Developmental Stages, Developmentally Appropriate Practices
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Stone, Sandra J. – Young Children, 1995
Explores the importance of play in the cognitive, social, emotional, and physical development of young children. Functional, constructive, and dramatic play, and games with rules, are examined. Suggests that play is a powerful curricular tool for the kindergarten and primary classroom. Investigates ways to integrate play into the curriculum and to…
Descriptors: Child Development, Childhood Needs, Childrens Games, Childrens Rights
Brodkin, Adele M.; And Others – Instructor, 1995
Three articles discuss how to help elementary students grow. The first explains how teachers can weave a broader safety net for children with chaotic lives. The second presents year-end cooperative games for testing students' communication skills. The third offers take-home summer activities for parents and children. (SM)
Descriptors: Class Activities, Classroom Environment, Communication Skills, Cooperative Learning
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Petonito, Gina – Teaching Sociology, 1991
Presents techniques for encouraging peer learning in the college classroom. Discusses icebreaking exercises, ways to encourage total participation, and methods for dealing with grade anxiety. Argues that, with peer learning, students learn to develop their own resources for learning. Urges testing that calls for application of theoretical…
Descriptors: Classroom Communication, Classroom Environment, Cooperative Learning, Debate
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Pritchard, Alan – Mathematics in School, 1990
Described is the use of a commercial computer software package, "Dust," to enhance mathematical learning in the classroom. Samples of mathematics problems presented in this game which is a simulation of an adventure in outer space are presented. (CW)
Descriptors: Computer Simulation, Computer Software, Computer Uses in Education, Educational Games
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Fink, Carolyn Molden – Preventing School Failure, 1990
This article discusses cooperative learning and computer-assisted instruction (CAI) for students with behavioral disorders. Elements of cooperative learning lessons and relevant software considerations are reviewed. Guidelines are offered and examples using specific software packages given, including models based on learning together, "Jigsaw"…
Descriptors: Behavior Disorders, Computer Assisted Instruction, Computer Software Selection, Computer Uses in Education
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van Ments, Morry; Brooks, Greg; Shirts, Garry; Jones, Ken – Simulation & Gaming, 1998
Includes testimonials to, and previously published articles by, Ken Jones on categories in simulation; simulations in secondary schools, reading instruction, and English-as-a-Second-Language; simulations as assessment tools; aspects of design; differences in race, gender, and perceived ability and performance; influence of national culture;…
Descriptors: Ability, Classification, Communication Skills, Cultural Differences
Milam, Peggy – Library Talk, 1999
Describes Infoquest, a game of research questions that can be answered in a school library media center that was developed to increase student use of the media center. Discusses increased use by teachers, parent participation, and includes a master list of questions and answers as well as print and Internet sources. (LRW)
Descriptors: Educational Games, Elementary Secondary Education, Information Retrieval, Information Seeking
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Glick, Christopher; Niemeyer, Susan; Rebscher, Mary; Smith, Bryan; Turner, Rebecca Heaton – TESOL Journal, 1998
Five ideas for English-as-a-Second-Language classroom activities are described, including a geography pronunciation drill, a project in which students design retail stores, a real-life business role-playing exercise, student-designed coats of arms, and use of prizes for student motivation, followed by prize-related assignments. (MSE)
Descriptors: Adult Education, Art Activities, Business Communication, Class Activities
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Yeoman, Elizabeth – Canadian Modern Language Review, 1996
Examines the affective dimension of second-language comprehension by analyzing a transcript from a case study in which children conversed about their engagement with stories. Findings suggest that texts may be understood in the informational sense without true comprehension of meaning at the affective level. Implications for classroom practice are…
Descriptors: Affective Behavior, Case Studies, Childrens Games, Discourse Analysis
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