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Hanebutt, Rachel – Global Family Research Project, 2021
There is growing interest in games as an exciting and engaging tool for professional development. At GFRP, we believe gamification holds promise for in-person and on-line professional development designed to build the capacity of teachers and all those who work to engage families in their multiple roles supporting their children's learning and…
Descriptors: Family Involvement, Educational Games, Change Strategies, Theory Practice Relationship
Leone, Peter; Fink, Carolyn; Wilson, Michael; Mulcahy, Candace – National Technical Assistance Center for the Education of Neglected or Delinquent Children and Youth (NDTAC), 2018
This guide is a revised and updated edition of "Making It Count." This version contains much of the information from the earlier publication but also includes strategies for using project-based learning and Web-based instructional programs to support the development of mathematics proficiency for youth in short-term juvenile correctional…
Descriptors: Mathematics Instruction, Mathematics Skills, Youth, Juvenile Justice
Westhuizen, Duan vd – Commonwealth of Learning, 2016
This work starts with a brief overview of education in developing countries, to contextualise the use of the guidelines. Although this document is intended to be a practical tool, it is necessary to include some theoretical analysis of the concept of online assessment. This is given in Sections 3 and 4, together with the identification and…
Descriptors: Guidelines, Student Evaluation, Computer Assisted Testing, Evaluation Methods
Littleton, Karen, Ed.; Scanlon, Eileen, Ed.; Sharples, Mike, Ed. – Routledge, Taylor & Francis Group, 2011
There is currently a rapidly growing interest in inquiry learning and an emerging consensus among researchers that, particularly when supported by technology, it can be a significant vehicle for developing higher order thinking skills. Inquiry learning methods also offer learners meaningful and productive approaches to the development of their…
Descriptors: Inquiry, Active Learning, Technology Uses in Education, Cooperative Learning

Belsey, Valerie R. – English Language Teaching Journal, 1981
Gives examples of question-tag games used in second language classes to test principal verb forms as they are learned, in which the class is divided into two teams, who in turn ask questions and provide tag responses. (BK)
Descriptors: Educational Games, Second Language Instruction, Verbs
Harrison, J. Derek – Journal of Business Education, 1983
Discusses the use of simulation-gaming in teaching business communications courses. (JOW)
Descriptors: Business Communication, Educational Games, Simulation, Teaching Methods
Waugh, Charles G. – Community College Social Science Journal, 1980
Presents the rules for an educational game in which students reinforce psychology lecture material by creating and dramatizing defense mechanisms such as reaction formation, displacement, and fantasy. Provides definitions and examples of the various defense mechanisms that can be portrayed. (JP)
Descriptors: Educational Games, Psychology, Relevance (Education), Student Motivation
Ericson, Jane Harris; And Others – Journal of Physical Education and Recreation, 1979
Variations of some common games such as Bingo are applied to dance and used to teach, review, and test dance skills, history, rhythm, style, and terminology. (JMF)
Descriptors: Dance, Educational Games, Physical Education, Program Descriptions
Leone, Peter; Wilson, Michael; Mulcahy, Candace – National Evaluation and Technical Assistance Center for the Education of Children and Youth Who Are Neglected, Delinquent, or At-Risk, 2010
This guide is designed to support the development of mathematics proficiency for youth in short-term juvenile correctional facilities. Mathematics proficiency includes mastery and fluency in foundational numeracy; an understanding of complex, grade-appropriate concepts and procedures; and application of those competencies to solve relevant,…
Descriptors: Mathematics Instruction, Mathematics Skills, Youth, Juvenile Justice
Sternberg, Patricia – Learning, 1987
Dramatic play games emphasizing creative thinking and listening skills offer an emotional outlet for the entire class. Games involving pantomime, musical instruments, and communication are described. (CB)
Descriptors: Creative Thinking, Dramatic Play, Educational Games, Elementary Education
Bradley, Catherine M. – Teacher, 1978
"The Capital Kid" is a cowboy persona used by the author when she teaches capitalization skills. Her teaching style and the games used are described. (SJL)
Descriptors: Capitalization (Alphabetic), Characterization, Educational Games, Elementary Education
Bishop, Jeff; Russell, Graham – Bulletin of Environmental Education, 1983
This game considers environmental change at the scale of a single building and guides children through some of the elements of the design process. Although consisting of three case studies, only the Sports Center Design is presented. Background information, materials needed, instructional strategies, and evaluation methods are provided. (JN)
Descriptors: Building Design, Educational Games, Elementary Secondary Education, Environmental Education

Cruickshank, D. R.; Telfer, Ross – Theory into Practice, 1980
A brief history of the use of games and simulations as educational tools is followed by illustrations of academic games and an analysis of their effectiveness. (JD)
Descriptors: Educational Games, Game Theory, Instructional Materials, Learning Activities
Vojtisek, John E. – Nibble, The Reference for Apple Computing, 1984
Provides complete listing of an Applesoft arcade-style game which teaches rapid recognition, discrimination, and sequencing of the alphabet. Four levels of play are featured for sequential reinforcement of these skills. The game also trains left-to-right scanning, promotes development of visual-motor integration skills, and develops directionality…
Descriptors: Alphabetizing Skills, Computer Software, Educational Games, Prereading Experience
Kretschmer, Joseph C. – Computing Teacher, 1984
Describes four game programs--Silly Sentence, Spell-It, Scrambled Word, and Guess the Word--designed to introduce elementary school students with no prior programing experience to key concepts of programing with BASIC. Several immediate learning outcomes that became evident while observing students at work with the programs are also discussed.…
Descriptors: Computer Software, Educational Games, Elementary Education, Outcomes of Education