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Mathews, Carla V. – Principal Leadership, 2009
The first faculty meeting of the year is an opportunity for administrators to model strategies that engage their teachers and promote a sense of teamwork. This article describes the first faculty meeting of the 2008-09 school year at Matoaca Middle School in Chesterfield County, Virginia, where the administrators tried to model strategies that…
Descriptors: Middle Schools, School Administration, Teamwork, Teacher Collaboration
Polly, Drew, Ed. – IGI Global, 2015
Common Core education standards establish a clear set of specific ideas and skills that all students should be able to comprehend at each grade level. In an effort to meet these standards, educators are turning to technology for improved learning outcomes. "Cases on Technology Integration in Mathematics Education" provides a compilation…
Descriptors: Technology Integration, Mathematics Instruction, Educational Technology, Spreadsheets
Zuckerman, David W.; Horn, Robert E. – 1970
Simulation games are classed in this guide by subject area: business, domestic politics, economics, ecology, education, geography, history, international relations, psychology, skill development, sociology, social studies, and urban affairs. A summary description (of roles, objectives, decisions, and purposes), cost producer, playing data (age…
Descriptors: Annotated Bibliographies, Class Activities, Educational Games, Game Theory
Kirk, James J. – 2001
Games and digital-based games and simulations are slowly becoming an accepted learning strategy. Public school teachers, college professors, corporate trainers, and military trainers are embracing games as an effective means of motivating learners and teaching complex concepts. Popular games include action games, adventure games,arcade games,…
Descriptors: Childrens Games, Computer Games, Computer Simulation, Educational Games
Urban, Michael J., Ed.; Falvo, David A., Ed. – IGI Global, 2016
The application of technology in classroom settings has equipped educators with innovative tools and techniques for effective teaching practice. Integrating digital technologies at the elementary and secondary levels helps to enrich the students' learning experience and maximize competency in the areas of science, technology, engineering, and…
Descriptors: Elementary Secondary Education, STEM Education, Outcomes of Education, Technology Integration
MacLean, Sarah – Journal of Youth Studies, 2007
Sociologists have observed that young people increasingly draw on global as well as local images in their constructions of individual selfhood. This article provides a narrative analysis of stories of inhalant use-induced hallucination, drawn from interviews conducted with young people in Melbourne, Australia. Young people's stories of the…
Descriptors: Popular Culture, Drug Use, Inhalants, Young Adults
Lane, Jodie – ProQuest LLC, 2011
Classroom lecture methods in nursing education are falling short of providing long-term retention of knowledge and do not enhance problem solving skills or clinical judgment at the bedside. This problem impacts the health care recipients because applied knowledge and an enhanced skill set can provide nurses with confident clinical judgment to…
Descriptors: Educational Strategies, Curriculum Development, Blended Learning, Hospitals
Hogue, Andrew; Kapralos, Bill; Desjardins, Francois – Interactive Technology and Smart Education, 2011
Purpose: Problem/project-based-learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the students' future career. The PBL approach has been adopted for over four decades in such fields as medicine and engineering and studies have demonstrated that…
Descriptors: Foreign Countries, Computer Science Education, Information Technology, Laptop Computers
Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y. – International Journal of Science Education, 2011
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to…
Descriptors: Video Games, Narcotics, Prevention, Drug Abuse
Baytak, Ahmet; Land, Susan M.; Smith, Brian K. – Turkish Online Journal of Educational Technology - TOJET, 2011
This study investigated how children designed computer games as artifacts that reflected their understanding of nutrition. Ten 5th grade students were asked to design computer games with the software "Game Maker" for the purpose of teaching 1st graders about nutrition. The results from the case study show that students were able to…
Descriptors: Nutrition, Interaction, Programming, Grade 5
Gray, Shirley; Sproule, John – Physical Education and Sport Pedagogy, 2011
Background: To develop pupils' team invasion games (TIG) performance within physical education (PE), practitioners have traditionally adopted teacher-centred, skill-focused approaches. Teaching Games for Understanding and the Tactical approach are alternative approaches to TIG teaching that aim to develop overall game performance, including…
Descriptors: Physical Education, Team Sports, Intervention, Games
Van Hoosan, Mary – Todays Educ, 1969
Descriptors: Childrens Games, Educational Games, Games, Learning Experience
Wilson, Lee – Technology & Learning, 2007
There are a very vibrant community of academics, educators, students, and business personalities who agree that video games have a powerful potential for learning and training. There is also a growing number of practice, products, and research to support the notion that video games are a valuable addition to the set of tools teachers are using in…
Descriptors: Video Games, Negative Attitudes, Misconceptions
Ang, Chee Siang; Zaphiris, Panayiotis – Interactive Technology and Smart Education, 2008
Purpose: Recently, researchers have begun investigating the learning process that occurs within computer games (learning to play), as opposed to studying games that support explicit learning for educational purposes (playing to learn). With the increasing popularity of massively multiplayer online games (MMOGs), some research has begun to look…
Descriptors: Socialization, Play, Participant Observation, Learning Processes
Hyde, Hartley – Australian Mathematics Teacher, 2008
Tangrams have sometimes been used as an extension activity intended only to keep faster students busy while others finished essential desk-work. Without adequate introduction, many find that tangrams are just an open-ended form of a jigsaw puzzle. Happily teachers have discovered that games provide an effective introduction to a new topic. In the…
Descriptors: Geometric Concepts, Geometry, Internet, Games

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