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American Psychological Association, Washington, DC. Clearinghouse on Precollege Psychology. – 1972
The objective of the summary sheets is to inform teachers and educators about available instructional materials for elementary school behavioral sciences. Emphasis in this first compilation is upon presenting projects, but a few games are included. Selection criterion is based upon whether the study of human behavior is the central focus, and…
Descriptors: Anthropology, Behavioral Sciences, Civics, Class Activities
Callahan, Dorothea T. – 1976
This document reports on the development of a group of new games for teaching the metric system in the elementary school. The preliminary steps in getting teachers involved in the project are discussed, and details are given concerning the procedures for developing and evaluating the games. An inventory of 12 games is presented; for each game the…
Descriptors: Curriculum, Educational Games, Elementary School Mathematics, Elementary Secondary Education
McConochie, Jean – TESL Talk, 1978
Various activities designed to motivate adult learners of English as a second language are described, including the use of jokes, nicknames, evening news, card games, and short stories. (HP)
Descriptors: Adult Education, Adult Students, Class Activities, Educational Games
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Samuel, Oliver – Medical Teacher, 1986
Describes a teaching game designed to train clinicians about effective management practices and strategies. Provides the goals and objectives of the same, along with the specific instructions for participants involved in this simulated operation of an imaginary health center. (TW)
Descriptors: College Science, Decision Making, Educational Games, Higher Education
Kahn, Ken – 1999
ToonTalk is an animated interactive world inside of which one can construct a very large range of computer programs. These programs are not constructed by typing text or arranging icons, but by taking actions in this world. Robots can be trained, birds can be given messages to deliver, and so on. This paper describes the design and preliminary…
Descriptors: Authoring Aids (Programming), Children, Computer Assisted Instruction, Computer Games
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Pray, Thomas F.; Gold, Steven – Simulation & Gaming, 1991
Reviews 10 computerized business simulations used to teach business policy courses, discusses problems with measuring performance, and presents a statistically based approach to assessing performance that permits individual team goal setting as part of the computer model, and allows simulated firms to start with different financial and operating…
Descriptors: Algorithms, Business Administration Education, Comparative Analysis, Computer Simulation
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Takata, Susan R. – Teaching Sociology, 1997
Contends that the game of "musical chairs" demonstrates how students learn about competition versus cooperation as well as a variety of sociological concepts and theories. Outlines material requirements and rules for playing the game, and suggests methods for post-game debriefings. Notes sociological applications and implications that can be…
Descriptors: Antisocial Behavior, Conflict, Cooperation, Educational Games
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Habgood, M. P. J.; Ainsworth, S. E.; Benford, S. – Simulation & Gaming, 2005
Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone, exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning…
Descriptors: Educational Games, Fantasy, Instructional Effectiveness, Student Motivation
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Thomas, Siobhan – Simulation & Gaming, 2006
Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning.…
Descriptors: Foreign Countries, Video Games, Educational Games, Multimedia Materials
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Kiili, Kristian – Australasian Journal of Educational Technology, 2005
The purpose of this paper is to present a participatory multimedia learning model for use in designing multimedia learning environments that support an active learning process, creative participation, and learner engagement. Participatory multimedia learning can be defined as learning with systems that enable learners to produce part of the…
Descriptors: Educational Games, Active Learning, Multimedia Instruction, Epistemology
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Lee, Mark J. W.; Eustace, Ken; Fellows, Geoff; Bytheway, Allan; Irving, Leah – Australasian Journal of Educational Technology, 2005
This paper reports on the first stage of a project to develop and test the use of massively multiplayer online role playing games (MMORPGs) for promoting computer supported collaborative learning through instructional gaming in the high school classroom. Teachers and students of English and Science at Swan View Senior High School, Western…
Descriptors: Video Games, Role Playing, Foreign Countries, Educational Games
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Ito, Mizuko – Discourse: Studies in the Cultural Politics of Education, 2006
The late 1980s saw the emergence of a new genre of instructional media, "edutainment", which utilized the capabilities of multimedia personal computers to animate software designed to both educate and entertain young children. This paper describes the production of, marketing of and play with edutainment software as a contemporary example of…
Descriptors: Play, After School Programs, Marketing, Educational Media
Dake, Dennis M.; Roberts, Brian – 1995
This paper presents an approach to understanding visual metaphor which uses metaphoric analysis and comprehension by graphic and pictorial means. The perceptible qualities of shape, line, form, color, and texture, that make up the visual structure characteristic of any particular shape, configuration, or scene, are called physiognomic properties;…
Descriptors: Computer Graphics, Freehand Drawing, Games, Metaphors
Eisenhut, Lynn, Comp. – 1983
Each of the 39 children's craft projects included in this document was selected because: (1) it is appropriate for a library program and helps to further the goals of children's services; (2) it may be successfully completed by children 3 to 12 years old with a minimum of adult help; (3) it requires only inexpensive and commonly available…
Descriptors: Childrens Games, Childrens Literature, Handicrafts, Library Services
NJEA Review, 1975
Simulated games have been designed to teach not only factual material but to provide opportunities for understanding some of the complex systems of our society. The use of this valuable tool is encouraged in the teaching of nutrition. (Author)
Descriptors: Elementary Education, Games, Learning Processes, Nutrition Instruction
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