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Glissov, Peter; And Others – Educational Studies, 1994
Reports on a study comparing social characteristics of 13 British male secondary-school students with high levels of interest in and use of computers with those of 14 students who lacked interest in computers. Finds that computer-using students were not less sociable than their peers. (CFR)
Descriptors: Computer Games, Computer Literacy, Computer Science Education, Computer Uses in Education
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School Science Review, 1990
Presented are 25 science activities on colorations of prey, evolution, blood, physiology, nutrition, enzyme kinetics, leaf pigments, analytical chemistry, milk, proteins, fermentation, surface effects of liquids, magnetism, drug synthesis, solvents, wintergreen synthesis, chemical reactions, multicore cables, diffraction, air resistance,…
Descriptors: Biology, Chemical Equilibrium, Chemical Reactions, Chemistry
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Hatfield, Larry L. – Mathematics Teacher, 1992
Presents a gamelike context that provides general-mathematics students the opportunity to explore situations involving chance and develop reasoning about probability. Provides three worksheets for activities that promote components of the NCTM's Curriculum and Evaluation Standards for School Mathematics. (MDH)
Descriptors: Class Activities, Cooperative Learning, Discovery Learning, Educational Games
School Library Media Activities Monthly, 1991
Provides fully developed library media activities, most of which are designed to be used in connection with specific curriculum units: home economics (grades 6-7); geometry in architecture (grades 7-12); word games (grades 6 and up); writing instruction (secondary school); the Civil War (grades 6-9); and social studies (grades 7-8). (SD)
Descriptors: Architecture, Course Integrated Library Instruction, Curriculum Enrichment, Educational Games
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Hemmasi, Masoud; Graf, Lee A. – Simulation & Gaming, 1992
Describes a study that was conducted to assess the educational value of simulation gaming in business policy courses. Student and practitioner perceptions of simulation effectiveness are examined and compared; relevant literature is reviewed and research problems are discussed; and the importance of various managerial skills is considered. (30…
Descriptors: Administrator Attitudes, Administrator Education, Analysis of Variance, Comparative Analysis
Mayer, Richard E.; Schustack, Miriam W.; Blanton, William E. – Educational Technology, 1999
Examines what children learn from using educational technology in an informal, collaborative environment. Explores how mastering educational computer programs can promote problem-solving transfer. Studies at three after-school computer clubs reveal children who use educational software may learn content knowledge about computer literacy,…
Descriptors: After School Programs, Children, Computer Games, Computer Literacy
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Buckingham, David – English in Education, 1999
Offers a critical overview of the cultural and educational benefits and dangers of digital media for young people. Argues that public debates on this issue have "veered from utopian hype to moral panic." Provides accounts of previous research on children's engagement with computer games and creative use of multimedia in the home. (CR)
Descriptors: Computer Games, Computer Uses in Education, Elementary Secondary Education, Learning Strategies
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Smith, Kimberley Robles – Reference & User Services Quarterly, 2000
Examines Web sites that are popular among college students to help understand what they expect of library research and online systems. Highlights include entertainment sites, including chat rooms and games; shopping; current topics; services; and library issues, including providing access and help, collection development, and organizing Web…
Descriptors: Academic Libraries, Access to Information, Computer Games, Computer Uses in Education
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Nemerow, Laurence G. – Teaching and Change, 1996
A high school biology teacher studied the use of both competitive and noncompetitive games in classroom learning. Students were surveyed to find out how they felt about the games and what they learned from them. Results indicated that games helped students improve self-esteem, peer relationships, and learning. Competition provided motivation but…
Descriptors: Academic Achievement, Action Research, Biology, Competition
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Evaldsson, Ann-Carita; Corsaro, William A. – Childhood: A Global Journal of Child Research, 1998
Examines children's production and participation in play and games in an Italian preschool and a Swedish after-school program. Considers play as part of a process of interpretive reproduction in children's lives, and demonstrates how children at play use a range of communicative skills, collectively participate in and extend their peer cultures,…
Descriptors: After School Programs, Child Development, Childrens Games, Communication Skills
Joseph, Linda C. – MultiMedia Schools, 1998
Describes Web-site lessons and resources on the role of women in history, games, circulatory system, the study of color for emergent readers, ePals classroom exchange for French students, nutrition and the food pyramid for elementary and secondary students, and classroom management for teachers. Provides URLs for related Web sites. (PEN)
Descriptors: Cardiovascular System, Classroom Techniques, Color, Cultural Exchange
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Peters, Vincent A. M.; Vissers, Geert A. N. – Simulation & Gaming, 2004
Debriefing is an important phase in using simulation games. Participants are invited to make a connection between experiences gained from playing the game and experiences in real-life situations. Thus, debriefing is the phase meant to encourage learning from the simulation game. Although design and practice of debriefing sessions should be aligned…
Descriptors: Games, Classification, Research Methodology, Training Methods
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Sefton-Green, Julian – Review of Research in Education, 2006
This chapter begins with a scenario contrasting two seemingly different images of child and media from before and after the "digital revolution." The author argues that there is much greater continuity in how this relationship has been conceptualized over the period than is commonly imagined. While not offering a comprehensive study of recent…
Descriptors: Educational Change, Youth, Authors, Mass Media Effects
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Hardy, Thomas W. – New Directions for Student Services, 2006
This chapter explores the proliferation of poker (both live and online) and discusses how campuses have responded to this activity. The chapter concludes with some implications for practice and further research.
Descriptors: Campuses, College Students, Self Destructive Behavior, Student Personnel Services
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Dicks, Matthew J. – Educational Leadership, 2005
Because today's students have grown up steeped in video games and the Internet, most of them expect feedback, and usually gratification, very soon after they expend effort on a task. Teachers can get quick feedback to students by showing them videotapes of their learning performances. The author, a 3rd grade teacher describes how the seemingly…
Descriptors: Feedback, Videotape Recordings, Student Evaluation, Teacher Effectiveness
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