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Rodari, Gianni – Teaching and Learning Literature with Children and Young Adults, 1998
Depicts how any word chosen by chance can function as a magical word to exhume fields of memory and excite imagination. Details several word games of invention for children (such as the "fantastic binomial," using creative errors, and "Little Red Riding Hood in a Helicopter") that juxtapose normally unrelated words and that can…
Descriptors: Educational Games, Elementary Education, Imagination, Writing Instruction
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Metcalf, R. J. – Science Teacher, 1996
Describes a game designed to drill students on chemistry concepts in the context of football. Scoring details and sample questions are included. (DDR)
Descriptors: Chemistry, Educational Games, Educational Strategies, Science Activities
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Deavor, James P. – Journal of Chemical Education, 1996
Presents instructions and one game board to play Jeopardy in chemistry class. (MKR)
Descriptors: Chemistry, Educational Games, Higher Education, Science Activities
Krapp, JoAnn Vergona – School Library Media Activities Monthly, 2000
Presents a Holiday Trivia Quiz that is designed to highlight American holidays throughout the year. Includes primary questions for grades one through three and intermediate questions for grades three through six; bonus questions; and a writing activity to create a holiday for the month of August. (LRW)
Descriptors: Educational Games, Elementary Education, Holidays, Learning Activities
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Moy, Justin R.; Rodenbaugh, David W.; Collins, Heidi L.; DiCarlo, Stephen E. – Advances in Physiology Education, 2000
Introduces an educational game in pulmonary physiology developed for first-year medical students based loosely on the popular television game show, Who Wants to Be A Millionaire. Aims to provide students with an educational tool by which to review material previously presented in the class. (Author/YDS)
Descriptors: Educational Games, Higher Education, Medical Education, Physiology
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Kemp, Sharon – Journal of European Industrial Training, 2002
Comparison of volunteers at the Olympic Games in Lillehammer in 1994 (n=200) and Sydney in 2000 (n=200) showed they were strongly motivated by national pride, social contact, and friendship. Learning was an important motivator for younger volunteers. Increased job and social skills and knowledge were common outcomes. (Contains 22 references.) (SK)
Descriptors: Foreign Countries, Motivation, Olympic Games, Participant Satisfaction
Carlson, Greg – Library Journal, 2004
A library collection is a community asset. Studies indicate that chess is a healthy mental pursuit for children of all skill levels; the educational nonprofit Chess-in-the-Schools. www.chessintheschool.org reports improvements in reading scores and a variety of other intellectual and social benefits for kids who accept the rigors and rewards of…
Descriptors: Games, Library Materials, Library Services, Literature Reviews
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Wu, Dane W.; Uken, Nicole K. – International Journal of Mathematical Education in Science and Technology, 2005
Since the game SET[R] was first introduced to the public in 1993, it has stimulated some interesting studies. While the game itself is rather straightforward, a plethora of decent mathematical questions lies beneath the surface. It is perhaps because the game ties in so closely with such an underlying mathematical term that its implications can be…
Descriptors: Abstract Reasoning, Mathematical Concepts, Computation, Games
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Marturano, Arlene – Science Scope, 2004
Games are a great way to help students make meaningful connections between abstract science concepts and vocabulary. This article describes three games the author uses to help students connect, review, and reinforce what they learn in the classroom: (1) Secrets; (2)Connections; and (3) Pairs of Opposites.
Descriptors: Scientific Concepts, Teaching Methods, Classroom Techniques, Science Instruction
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Hayes, Elisabeth – TechTrends: Linking Research & Practice to Improve Learning, 2005
While video gaming has grown immensely as an industry over the last decade, with growing numbers of gamers around the globe, including women, gaming continues to be a very gendered practice. The apparent gender divide in video gaming has caught the attention of both the gaming industry and educators, generating considerable discussion and…
Descriptors: Video Games, Industry, Females, Fantasy
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Belka, David E. – Strategies: A Journal for Physical and Sport Educators, 2005
In the last decade or so, there has been a shift toward small-sided games played in smaller spaces, with limited rules and an emphasis on tactics. The goal of the current instruction is to use less complex game settings to develop players who then learn to make more appropriate and quicker tactical decisions. In this article, the author presents…
Descriptors: Games, Teaching Methods, Physical Education, Decision Making
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Norton-Meier, Lori – Journal of Adolescent and Adult Literacy, 2005
The author discusses the influence of video games and other technologies on modern family life, drawing on her own experiences. The implications of digital and other "new" and multiple literacies are described, with reference particularly to the work of Patrick Shannon and James Paul Gee.
Descriptors: Video Games, Family Life, Family Literacy, Information Technology
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Agosto, Denise E. – Teacher Librarian, 2004
Over the last two decades, the topic of gender and computer gaming has generated much research interest. Researchers have examined a number of related issues, including the relative frequency with which girls and boys use computer games, the educational benefits of gaming and the types of educational games that appeal to girls. This article…
Descriptors: Toys, Females, Educational Benefits, School Libraries
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Fisher, Diane; Phillips, Tony – Technology Teacher, 2004
On a gray, breezy day last September, thousands of people got in their cars and reluctantly left home. U.S. east coast highways were thick with traffic. Schools were closed. Businesses shut down. When powerful Hurricane Isabel arrived some 38 hours later, nearly everyone in the storm's path had fled to safety. Days later Vice Admiral Lautenbacher,…
Descriptors: Weather, Class Activities, Educational Games, Science Activities
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Lainema, Timo; Nurmi, Sami – Computers and Education, 2006
This paper describes a dynamic computer-based business learning environment and the results from applying it in a real-world business organization. We argue for using learning tools, which not only provide realistic and complex models of reality, but are also are authentic, facilitate continuous problem solving and meaningful learning, and embed…
Descriptors: Educational Environment, Computer Simulation, Games, Training
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