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Elstad, Eyvind – Scandinavian Journal of Educational Research, 2002
Discusses how the conceptual apparatus and modus operandi of games theory provides a research heuristic for understanding the strategic possibilities inherent in typical classroom situations in which the interests of students and teachers are partially concurrent and partly in conflict. Also discusses the preconditions for contracts between…
Descriptors: Educational Research, Game Theory, Heuristics, Learning Strategies
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Dickinson, Barry D.; Genel, Myron; Robinowitz, Carolyn B.; Turner, Patricia L.; Woods, Gary L. – Medicine & Science in Sports & Exercise, 2002
Gender verification of female athletes has long been criticized by geneticists, endocrinologists, and others in the medical community. Recently, the International Olympic Committee's Athletic Commission called for discontinuation of mandatory laboratory-based gender verification of female athletes. This article discusses normal sexual…
Descriptors: Athletes, Females, Gender Issues, Olympic Games
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Maughan, Robert J. – Journal of Physical Education, Recreation and Dance, 1989
Several optional game ideas are offered to help teachers of intermediate and advanced racquetball classes by providing a break in the monotony of teaching the traditional games. These optional games help students develop skills and enable them to observe and play individuals of different skill levels and playing styles. (IAH)
Descriptors: Games, Higher Education, Physical Education, Racquetball
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Rothenbuhler, Eric W. – Critical Studies in Mass Communication, 1989
Supports the argument that, consistent with Durkheim's theory, the modern Olympic games are secular religious festivals. Presents survey data on the public's thinking, showing a relatively consensual core of values, ideas, and sentiments affirming the Olympic tradition and distinct from thinking about professional sports. (SR)
Descriptors: Communication Research, National Surveys, Olympic Games, Symbolism
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Smith, Roger A. – Technology Teacher, 1995
With the use of "The Production Game," technology teachers can introduce concepts associated with manufacturing and marketing. The game directs students in the discovery of ideas associated with material resources, technology, and laborers, the leading components of industrial manufacturing. (Author/JOW)
Descriptors: Educational Games, Manufacturing, Marketing, Secondary Education
Toynton, Bob – Adults Learning (England), 1995
The jigsaw puzzle approach applies a geological analogy in a structured scenario in which students identify fossils and determine the age of strata. The engaging strategy increases student confidence and interest in learning science. (SK)
Descriptors: Adult Education, Educational Games, Geology, Puzzles
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Mangrum, Faye Gothard; Mangrum, C. W. – Educational Gerontology, 1995
Two groups of older adults were audio- and videotaped playing dominos. Their conversations were transcribed and analyzed, yielding three categories: biographical work, game-playing details, and concerted work. Games play a significant role for the elderly and can be used to learn life-enhancing skills. (SK)
Descriptors: Biographies, Dialogs (Language), Ethnography, Games
Grayson, Randall – Camping Magazine, 1998
Special events break up the monotony of the regular camp program. Staff participation, clear instructions, and hype are the three key elements to a successful special event. Twelve sports-based "record-breaking" events, and 14 arts-based events are described. (TD)
Descriptors: Art Activities, Athletics, Camping, Games
Crosby, Olivia – Occupational Outlook Quarterly, 2000
Describes the skills and training needed, earnings expected, risks, and bonuses for the following occupations: video game designers, artists, sound designers, programmers, and testers. (JOW)
Descriptors: Design, Employment Qualifications, Occupational Information, Programmers
Butler, Steve – Zip Lines: The Voice for Adventure Education, 2000
An adventure consultant shares lessons about creativity. Steps to being creative are: look for connections; be willing to experiment and fail; be open-minded and seek input from others; and practice, practice, practice. Examples of different versions of an adventure activity illustrate several creative techniques. The impact of time deadlines on…
Descriptors: Adventure Education, Creative Development, Creativity, Games
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Linacre, John Michael; Fisher, Patrick – Popular Measurement, 1998
The two articles of this theme section consider problems of measurement in relation to games. "How Good was Bobby Fischer in 1992?" (John Michael Linacre) explores a Rasch analysis of the chess performance of Bobby Fischer, while "Objective Analysis of Golf" (Patrick Fisher) considers measurement problems presented by golf.…
Descriptors: Evaluation Methods, Games, Golf, Measurement Techniques
Livingston, Hillary – Communication: Journalism Education Today, 1996
Explains how a student put together a web site about games that has grown to more than 80 files that have been visited by more than 100,000 users. (TB)
Descriptors: Games, Online Systems, Secondary Education, World Wide Web
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Buchoff, Rita – Reading Teacher, 1996
Describes the uses of riddles with elementary school students to create interest, develop literacy skills, promote learning in the content areas, and have fun. Notes 16 books of riddles. (SR)
Descriptors: Class Activities, Educational Games, Elementary Education, Language Arts
Kohut, Amy; Klajnscek, Rich; Henton, Mary; Faulkingham, Lisa; Bower, Nancy; Shreve, Kat – Zip Lines: The Voice for Adventure Education, 2001
Presents six games (most for all ages) used in adventure and experiential settings. Includes target group, group size, time and space needs, activity level, overview, props, instructions, variations, and tips for processing the experience, where appropriate. The games are icebreakers, promote teamwork and social skills, or help groups to focus.…
Descriptors: Experiential Learning, Games, Group Activities, Interpersonal Competence
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Wilson, Gail E. – Journal of Physical Education, Recreation & Dance, 2002
Provides an example of a framework of generic knowledge, designed for teachers, that describes and explains the foundational tactical aspects of invasive team-game play. The framework consists of four modules: participants and their roles, objectives, action principles, and action options. Guidelines to help instructors design practical activities…
Descriptors: Elementary Secondary Education, Games, Physical Education, Team Sports
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