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Spiegelman, Marsha; Glass, Richard – Journal of Educational Technology Systems, 2009
Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…
Descriptors: Research Skills, College Faculty, College Students, Mathematics Instruction
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Riegle, Rodney P. – Journal of College Teaching & Learning, 2007
In the 20th century, student work was dominated by paper-print assignments, particularly essays. This was a reflection of the dominant media technology of that century--books, magazines, newspapers, radio, and television. But those days are gone. In the 21st century, the dominant media technology of today's students is the Internet. In addition to…
Descriptors: Student Projects, Essays, Printed Materials, Assignments
Kaye, Peggy – 1991
This book provides parents with more than 70 original, entertaining, and educational ways to help their children master crucial learning skills--each game takes just 10 minutes or less from start to finish. The games presented in the book cover all the important areas of the primary school curriculum: reading, writing, spelling, mathematics,…
Descriptors: Childrens Games, Educational Games, Language Arts, Learning Activities
Adams, Polly K.; Taylor, Michaell K. – 1982
Information, guidelines, and activities for jumping rope are given. A short history of jumping rope explains how it evolved from a spring ritual for men to a play activity involving mostly young girls. Physical and cultural reasons are given as to why jumping rope has been more a sport for girls than for boys. Research studies are noted which show…
Descriptors: Aerobics, Cardiovascular System, Childrens Games, Cultural Influences
Zelson, Sidney N. J. – Language Association Bulletin, 1976
"Skill-using" in second-language learning is often given less priority than "skill-getting" activities. The first and second year of language instruction should concentrate on longer and more varied sequences of tasks in which the learner is communicating and using "real" language. In addition, the learner's focus should be shifted from his errors…
Descriptors: Class Activities, Communicative Competence (Languages), Educational Games, Games
Cornell, Joseph Bharat – 1979
The guidebook presents 42 educational games designed for people of all temperaments and intended to open up nature to children (ages 3 and up) and adults. The games are organized in seven major sections according to the type of activity: Close Up with Nature, How Much Can You See, Nature's Balance, Learning Is Fun, Play and Discovery, Spotting and…
Descriptors: Childrens Games, Educational Games, Elementary Secondary Education, Environmental Education
Schaaf, William L. – 1978
This book is a partially annotated bibliography of books, articles and periodicals concerned with mathematical games, puzzles, tricks, amusements, and paradoxes. The present volume is an update of volume 3. Except for a few minor changes in classification, the organization remains essentially the same. Most of the more than 2,600 references listed…
Descriptors: Annotated Bibliographies, Class Activities, Educational Games, Elementary Secondary Education
TWELKER, PAUL A.; WALLEN, CARL J. – 1967
THIS ANNOTATED BIBLIOGRAPHY ON THE INSTRUCTIONAL USES OF SIMULATION IS INDEXED FOR THE CONVENIENCE OF THE USER. ONLY LIMITED ASPECTS OF MAN-MACHINE INSTRUCTIONAL SYSTEMS ARE CONSIDERED. ALTHOUGH MOST OF THE ITEMS ARE RELATED TO THE INSTRUCTIONAL USES OF SIMULATION, SOME ITEMS ARE RELATED TO THE DESIGN OF INSTRUCTIONAL SYSTEMS. THE BIBLIOGRAPHY…
Descriptors: Annotated Bibliographies, Computer Assisted Instruction, Computers, Decision Making
Smith, Seaton E., Jr.; Backman, Carl A., Ed. – 1975
This book contains 105 articles dealing with games for use in the elementary or middle school mathematics classroom. All the articles originally appeared in the "Arithmetic Teacher" between 1956 and 1974. In this volume the papers are arranged in nine categories: (1) using games and puzzles, (2) whole numbers, (3) numeration, (4)…
Descriptors: Educational Games, Elementary Education, Elementary School Mathematics, Experiential Learning
Seay, Shirley H.; Brown, Brenda
This manual, Part 2 of a two-volume series, is a compilation of instructional tasks designed to be used in the home by parents with their children. These home learning activities are one component of the Florida Model of Follow Through Programs. Each instructional task is designed for use in the home by a Parent Educator (P.E) who has already…
Descriptors: Classification, Color, Discrimination Learning, Early Childhood Education
St. Pierre, Carol – 1971
R. Buckminster Fuller's World Game is a scientific means for discovering the expeditious ways of employing the world's resources to provide a higher standard of living for all humanity. The philosophy behind the game is the exploration of resources to do more with less, or to combine two or more actions to produce a result greater than the sum of…
Descriptors: Computer Oriented Programs, Futures (of Society), Game Theory, Games
Manley, Doreen E. – English for Immigrants, 1968
An eclectic approach to the teaching of English as a second language stresses the notion of play in the development of motivation. Linked with a variety of play activities, language acquisition, it is felt, becomes natural and meaningful for the student. Numerous examples are included. (RL)
Descriptors: Educational Games, Elementary Education, English Instruction, English (Second Language)
Project SESAME, Danville, PA. – 1969
The principal objective of Project Sesame is to improve opportunities for pupil learning by developing a model for the coordination of smaller school districts' innovative ventures; a related objective is the stimulation of professional staff. This Project Sesame document lists educational games (K-12) developed at workshops by teachers in a…
Descriptors: Annotated Bibliographies, Class Activities, Educational Games, Educational Innovation
Livingston, Samuel A.; Kidder, Steven J. – 1972
The research study measures changes in political attitudes of high school students after playing the game "Democracy." The primary purpose of the experiment was to determine if role identification and game structure are primarily responsible for the effects of the game upon the player's attitudes. The player takes the role of a congressman who…
Descriptors: Attitude Change, Democracy, Educational Games, Educational Research
Office of Civil Defense (DOD), Washington, DC. – 1971
Thirty-four classroom games are listed in this self-contained guide for the purpose of teaching civil defense concepts and protective content as an integral part of the K-12 social studies curriculum. Objectives of the games in this book are: to develop an awareness of civil defense; to learn vocabulary used in civil defense functions; and, to…
Descriptors: Civil Defense, Class Activities, Community Programs, Concept Teaching
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