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Fegely, Alex G.; Hagan, Heather N.; Warriner, George H., III – E-Learning and Digital Media, 2020
This article presents the Blended Learning Virtual Reality Inquiry Framework, an original framework for creating virtual reality inquiry-based lessons for the modern technology-driven classroom. The framework shared in this article invokes research on blended learning , experiential learning, and inquiry-based learning to structure a virtual…
Descriptors: Blended Learning, Inquiry, Active Learning, Computer Simulation
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Ramírez-Montoya, María-Soledad, Ed. – IGI Global, 2017
Educational strategies have evolved over the years, due to research breakthroughs and the application of technology. By using the latest learning innovations, curriculum and instructional design can be enhanced and strengthened. The "Handbook of Research on Driving STEM Learning with Educational Technologies" is an authoritative…
Descriptors: Guides, STEM Education, Educational Technology, Foreign Countries
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Urban, Michael J., Ed.; Falvo, David A., Ed. – IGI Global, 2016
The application of technology in classroom settings has equipped educators with innovative tools and techniques for effective teaching practice. Integrating digital technologies at the elementary and secondary levels helps to enrich the students' learning experience and maximize competency in the areas of science, technology, engineering, and…
Descriptors: Elementary Secondary Education, STEM Education, Outcomes of Education, Technology Integration
Day, Harlan R.; Ballard, David – 1996
This packet contains many of the elements of the earlier publications, "The Mini-Economy: Integrating Economics into the Elementary Curriculum" and "Teaching Economics in the Mini-Economy." This revised edition offers a new section on implementing the mini-economy in the middle school. The classroom mini-economy is a proven,…
Descriptors: Active Learning, Economics, Economics Education, Elementary Education
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Riney-Kehrberg, Pamela – Teaching History: A Journal of Methods, 1997
Describes an assignment for an undergraduate U. S. history class that combined role playing and research. The class was directed to use depression-era materials (newspapers, magazine articles, pamphlets, cookbooks) and plan a menu to feed a family of five on $2.50 a week (the amount provided by relief agencies). (MJP)
Descriptors: Active Learning, Business Cycles, Consumer Economics, Economic Impact
Fischer, Max W. – 1995
This guide provides activities that have pupils actively involved, obtaining knowledge through cognitive, affective, or kinesthetic approaches to learning. The book is divided into three sections. Section 1, "Map Skills--Physical and Political Features", includes simulations, simulated review games, and problem-solving dilemmas to employ the use…
Descriptors: Active Learning, Elementary Education, Environment, Geographic Concepts
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Hightshoe, Susan – Social Studies and the Young Learner, 1997
Describes a simulated archaeological dig designed for Iowa elementary and middle school students that provided students with experiential learning focusing on the basic tenets of archaeology. Includes instructions on preparing for the dig, organizing materials, excavating the simulated site, analyzing artifacts, and engendering community support.…
Descriptors: Active Learning, Archaeology, Built Environment, Elementary Education
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Warburton, Jeff; Madge, Clare – Journal of Geography in Higher Education, 1994
Contends that the success or failure of an undergraduate research project can hinge on one or two decisions made at an early stage in the process. Describes a "Snakes and Ladders" board game used to remind students of good and bad research design practices. Includes game rules and a listing of the good and bad practices. (CFR)
Descriptors: Active Learning, Class Activities, Educational Games, Educational Strategies
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Smith, Elizabeth T.; Boyer, Mark A. – PS: Political Science and Politics, 1996
Provides a step-by-step process for designing effective and interesting simulations. Explains and gives examples for the four steps: defining teaching goals, constructing the simulation, running the simulation, and debriefing. Asserts that simulations develop critical thinking and other skills. Examines possible means of assessment. (MJP)
Descriptors: Active Learning, Classroom Techniques, Critical Thinking, Educational Games
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Hootstein, Edward W. – Social Education, 1995
Contends that student motivation is a major issue for all teachers but is of particular concern for middle school social studies teachers. Reports on an interview with 18 middle school teachers and 60 middle school students on the effectiveness of strategies designed to increase motivation. (CFR)
Descriptors: Active Learning, Classroom Techniques, Educational Strategies, Elementary Education
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Prator, Chris; Sampson, Martha – Social Studies Review, 1997
Reports on a middle school project that created a living history environment focused on the Civil War. For three months the students "became" students at the Hopewell Conservatory in Virginia during the 1860s. They corresponded with Civil War soldiers and immersed themselves in the culture of the period. (MJP)
Descriptors: Active Learning, Civil War (United States), Creative Teaching, Educational History
Wilkenfeld, Jonathan; Kaufman, Joyce; Starkey, Brigid – 1995
This report of a study at the University of Maryland describes an international, interactive, and interdisciplinary project for first- and second-year students, which combines a large lecture format with small-group, seminar-type sessions organized around a computer-assisted simulation model, the International Communication and Negotiation…
Descriptors: Active Learning, Case Studies, Computer Assisted Instruction, Computer Simulation
Dueck, Gwen – 1993
This booklet is a practical guide to the use of games, role play, and simulation in the classroom to encourage active learning and increase opportunities for experience and reflection. Basic principles for use of these techniques are presented and include determining the game objective, planning for progressive learning processes, planning a…
Descriptors: Active Learning, Classroom Techniques, Educational Games, Educational Planning