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Huizenga, J.; Admiraal, W.; Akkerman, S.; Dam, G. ten – Journal of Computer Assisted Learning, 2009
Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated…
Descriptors: Quasiexperimental Design, Student Motivation, Active Learning, History Instruction
Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Issa, Theodora, Ed.; Chang, Dian-Fu, Ed.; Isias, Pedro, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the International Conferences on Educational Technologies (ICEduTech 2014), and Sustainability, Technology and Education (STE 2014). The International Conference on Educational Technologies (ICEduTech 2014) is the scientific conference addressing the real topics as seen by teachers, students, parents and…
Descriptors: Conference Papers, Conferences (Gatherings), Educational Technology, Sustainability
Arizona State Dept. of Library and Archives, Phoenix. – 1996
Intended to encourage children of all ages to read over the summer, this manual presents library-based programs, crafts, displays, and events with an Olympic theme. Based on responses to earlier Arizona Reading Programs, this manual includes more preschool materials, age-range suggestions on crafts and programs, and more glossy clip art than…
Descriptors: Creative Activities, Elementary Secondary Education, Enrichment Activities, Library Extension
Kirk, James J.; Kirk, Lynne D. – 1995
This book is designed to be used as a supplemental instructional resource by teachers of courses and training workshops on a variety of career-related matters. Along with almost 60 games, the book contains background information on numerous career subjects and a six-step game selection model to help users locate the game best suited to achieve…
Descriptors: Adult Education, Career Choice, Career Development, Career Planning
Finch, Curtis R. – 1992
This 9-12 hour organizational simulation enables participants to assume responsibility for operating a fictional technical college serving 10,000 students by taking on the roles of 10 college officials (president, vice presidents, deans, and campus administrators). Based on interviews with 117 vocational education administrators and instructors…
Descriptors: Adult Education, College Administration, College Presidents, Deans
Dempsey, John V.; And Others – 1994
Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…
Descriptors: Annotated Bibliographies, Attitude Change, Computer Assisted Instruction, Computer Games
Rubin, Mike – 1981
The receptiveness or preferences of children to certain types of gaming is addressed. This study used six different games with four different classes in grades 1 through 4. The teacher demonstrated how each of the games was played and each class was asked to rate which game they would like to play the most. All involved solving basic facts of the…
Descriptors: Attitudes, Educational Games, Educational Research, Elementary Education
Clowes, Darrel A.
A short exercise is presented designed to show in 45-90 minutes some of the aspects of simulation gaming as an educational tool. The simulation involves participants acting as members of a Community Advisory Council to the Board of Trustees and the President of a community college, meeting to discuss budget problems. The council represents diverse…
Descriptors: Administrator Education, Budgeting, College Administration, College Governing Councils
Zelmer, A. C. Lynn, Ed.; Zelmer, Amy M., Ed. – 1971
Eleven lectures on simulation and gaming delivered at a symposium in Western Canada are presented. Three articles concern ways of gaining knowledge about the effectiveness of the simulation method in teaching. Several articles describe the use of simulation in teaching specific areas: home economics education, agricultural engineering, and…
Descriptors: Agricultural Engineering, Conferences, Decision Making, Educational Games
Livingston, Samuel A. – 1972
In an experiment conducted under classroom conditions with 8th grade students, the simulation game "Democracy" was shown to be effective at teaching that "log-rolling" is an acceptable part of the legislative process. Two aspects of the game--role identification and game structure--were shown to contribute independently to its effectiveness.…
Descriptors: Class Activities, Comparative Analysis, Correlation, Educational Games
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Ecker, Michael W. – Journal of Computers in Mathematics and Science Teaching, 1988
Describes three games that one can play with or without a computer involving arithmetic, strategy, and problem solving techniques. Lists an abbreviated program for BASIC. Provides information on availability of the variable number game and the ARITHMETICULATOR which does calculations of large numbers and runs on IBM PCs. (RT)
Descriptors: Arithmetic, Computer Uses in Education, Educational Games, Elementary School Mathematics
Buckleitner, Warren – Child Care Information Exchange, 1996
Reviews children's software packages: (1) "Fun 'N Games"--nonviolent games and activities; (2) "Putt-Putt Saves the Zoo"--matching, logic games, and animal facts; (3) "Big Job"--12 logic games with video from job sites; (4) "JumpStart First Grade"--15 activities introducing typical school lessons; and (5) "Read, Write, & Type!"--progressively…
Descriptors: Computer Games, Computer Software, Computer Software Reviews, Computer Software Selection
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Li, Eldon Y.; Baillie, Allan S. – Simulation & Gaming, 1993
Discusses a study of undergraduates that was conducted to compare the perceived learning effects of mixing cases with either a simple or complex business game in a business policy course. The effective use of cases and of business games is discussed, and course design is explained. (42 references) (LRW)
Descriptors: Business Administration Education, Case Method (Teaching Technique), Case Studies, Comparative Analysis
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Yelland, Nicola; Lloyd, Margaret – Information Technology in Childhood Education Annual, 2001
Investigated fifth-, sixth-, and seventh-graders' ownership of, use of, and attitudes toward computer and video games. Found that more boys than girls owned and used video games, and found gender differences in preferred games. Students enjoyed video and computer games, along with a variety of other activities. (JPB)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Uses in Education, Curriculum Development
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Begg, Michael; Dewhurst, David; Macleod, Hamish – Innovate: Journal of Online Education, 2005
The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…
Descriptors: Constructivism (Learning), Higher Education, Problem Based Learning, Veterinary Medicine
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