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Jackson, Mary, Ed. – 1987
Intended as a companion volume for librarians planning a children's summer reading program, this activity manual provides ideas for games, puzzles, puppet shows, story reading, and more, all based on the theme of "Circus Summer." The manual suggests ways to promote the program, such as visits to schools, and provides directions for…
Descriptors: Childhood Interests, Childrens Art, Childrens Games, Childrens Literature
Hunsaker, Phillip L. – 1975
In previous research a pilot simulation was developed for use by Reserve Officers Training Corps (ROTC) units in assessing leadership potential of officer candidates in turbulent-field environments. Peer and instructor rating forms were also developed for evaluation of leadership, decision style, ability to cope with stress, and interpersonal…
Descriptors: Behavior Rating Scales, College Faculty, Decision Making, Diagnostic Tests
Savignon, Sandra J. – 1973
Communicative competence, the ability to use a language effectively in unrehearsed transactions with native speakers, must be the ultimate goal of language teaching. Drills and repetition of patterned phrases do not, in and of themselves, lead to real language use. We should begin giving students opportunities to use language in unrehearsed,…
Descriptors: Childrens Games, Class Activities, Communicative Competence (Languages), Educational Games
Snider, John C. – 1972
"Microville II," a simulation-game idea, is a creative effort to develop and apply resources, processes, and programs necessary to resolve contemporary problems faced by rural and urban leaders. The strategy is that a community council has been established within the community of "Microville" and participants assume the various…
Descriptors: Administrator Education, Behavior Change, Change Agents, Community Change
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Randel, Josephine M.; And Others – Simulation & Gaming, 1992
Reviews empirical research from 1963 to 1991 that compared the instructional effectiveness of games to conventional classroom instruction. It is concluded that subject matter areas where very specific content can be targeted, especially mathematics, are more likely to show beneficial effects for gaming. (41 references) (LRW)
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Conventional Instruction
Matsuda, Toshiki – Online Submission, 2008
NIER (National Institute of Educational Research, 2004) survey revealed that the most common attitude of Japanese high school students to mathematics is that "it is not useful in daily life but must be learnt for entrance examinations". It was also clarified that only 3.2 percent of mathematics teachers use computers in their classes.…
Descriptors: Cognitive Processes, Mathematics Teachers, Mathematics Instruction, Mathematics Education
Munyofu, Mine – ProQuest LLC, 2008
The purpose of this study was to examine the instructional effectiveness of different levels of chunking (simple visual/text and complex visual/text), different forms of feedback (item-by-item feedback, end-of-test feedback and no feedback), and use of instructional gaming (game and no game) in complementing animated programmed instruction on a…
Descriptors: Feedback (Response), Animation, Comprehension, Educational Objectives
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Wallenius, Marjut; Rimpela, Arja; Punamaki, Raija-Leena; Lintonen, Tomi – Journal of Applied Developmental Psychology, 2008
The aims of this research were to describe Finnish adolescents' different motives for digital game playing, and to examine relations between digital game playing and parent-child communication, school performance, sleeping habits, and perceived health. A questionnaire was used to assess a nationwide postal sample of 12-18-year-old Finns (6761…
Descriptors: Parent Child Relationship, Adolescents, Computers, Motivation
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Wallenius, Marjut; Punamaki, Raija-Leena – Journal of Applied Developmental Psychology, 2008
This study investigated the roles of sex, age, and parent-child communication in moderating the association between digital game violence and direct aggression in a two-year longitudinal study. Finnish 12- and 15-year-old adolescents (N = 316) participated in the follow-up survey. As hypothesized, digital game violence was linked to direct…
Descriptors: Aggression, Parent Role, At Risk Persons, Adolescents
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Annetta, Len; Klesath, Marta; Holmes, Shawn – Innovate: Journal of Online Education, 2008
Len Annetta, Marta Klesath, and Shawn Holmes describe how avatars in virtual learning environments (VLEs) can contribute to the learning experience by giving students a sense of social presence and investment in the learning community that may otherwise be difficult to access. VLEs have the potential to become the next generation of instructional…
Descriptors: Learning Experience, Computer Simulation, Virtual Classrooms, Classroom Environment
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Chaves, Wanda V.; Yacovelli, Steven R. – Journal of Teaching in International Business, 2008
This article describes the design and implementation of a unique course developed to deeply engage MBA students in the complexities of the field of international management. This experiential course was designed around an integrative project based on the cruise industry. The professor worked with the leadership team of a major cruise line to…
Descriptors: Business Administration Education, Masters Programs, Case Studies, Course Content
Boucquey, Thierry; Flores, Karina; Kramer, Julia; McPherson, Laura; Pettit, Maggie; Silverstein, Hana; Tjuanakis, Emily – Eye on Education, 2007
Stimulating, engaging, and effective, the games and activities in this book offers students alternatives to learning by rote or performing drills. This book makes it easy for teachers to develop their linguistic functions through active learning. The specific skills and vocabulary taught in each game or activity is highlighted, as are the…
Descriptors: Drills (Practice), Rote Learning, Active Learning, Educational Games
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Ziegler, Susan G. – Learning, Media and Technology, 2007
The focus of this paper is on the potential problems and challenges presented by the content, quantity and quality of contemporary media influences (electronic, print and digital). Whereas most articles in this arena focus on one form of media influences (e.g., video games), this article looks at the cumulative scope of influence presented by…
Descriptors: Mass Media Effects, Video Games, Ethics, Socialization
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McDougall, Julian – Learning, Media and Technology, 2007
This article presents findings from research exploring the intervention made by the introduction of computer games as an object of study in Media Studies at AS level in England. The outcome is a range of discursive data in the form of teachers and students from two English colleges talking about their experiences of this curriculum encounter. This…
Descriptors: Foreign Countries, Play, Educational Games, Multimedia Materials
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Wallenius, Marjut; Punamaki, Raija-Leena; Rimpela, Arja – Journal of Youth and Adolescence, 2007
The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression,…
Descriptors: Early Adolescents, Males, Intelligence, Aggression
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