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Showing 1 to 15 of 199 results Save | Export
Carlsson-Paige, Nancy – Defending the Early Years, 2018
Many parents find it hard to make decisions about screen time for their kids because advice comes from different directions and often conflicts. In the field of child development, there are decades of theory and research that can be very helpful as a guide for screen and digital device use with young kids. These ideas can be a resource for parents…
Descriptors: Young Children, Child Development, Information Technology, Mass Media Use
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Bull, Prince Hycy, Ed.; Keengwe, Jared, Ed. – IGI Global, 2019
Digital integration is the driving force of teaching and learning at all levels of education. As more non-traditional students seek credentialing, certification, and degrees, institutions continue to push the boundaries of innovative practices to meet the needs of diverse students. Programs and faculty have moved from merely using technology and…
Descriptors: Technology Integration, Technological Advancement, Learner Engagement, Story Telling
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
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Food and Nutrition Service (USDA), Washington, DC. – 1978
This booklet contains word games and puzzles, designed for use as introductory exercises at school food service training workshops, nutrition education classes, community health meetings, or for use by students. Time needed to play the games ranges from 5 to 15 minutes, depending on the nutrition knowledge and experience of the participants.…
Descriptors: Educational Games, Foods Instruction, Nutrition Instruction, Puzzles
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Duke, Richard D. – Simulation and Games, 1980
Presents nine steps for game design, and discusses why particular formats were used in the design of five games: CONRAIL Railroad Deregulation, Montauk Exercise, Geothermal Energy, Simulated Nutrition System, and Human Settlement. (CMV)
Descriptors: Design, Educational Games, Game Theory, Guidelines
Koeninger, Jimmy G.
The guidebook for the teacher-coordinator of distributive education presents abstracts of 57 games and simulations. Each abstract provides a brief overview of the game or simulation, as well as author, publisher, cost, copyright date, time required, and number of players required. The abstracts are sequenced in alphabetical order. A topical index…
Descriptors: Abstracts, Directories, Distributive Education, Educational Games
Cryer, Patricia – Simulation/Games for Learning, 1989
Examines the literature on marketing and uses the four elements of product, price, place, and promotion to elicit guidance for those who wish to market educational games, simulations, and workshops. Devising a marketing strategy centered on the customer is discussed, and the distinction between goods and services is described. (11 references)…
Descriptors: Costs, Educational Games, Instructional Materials, Marketing
McCaig, Virginia, Ed. – 1973
This document is a collection of resources to assist nursery school teachers in the implementation of already developed programs. Part I lists relevant source materials, including books, book guides, recordings, song sheets, games and equipment. Instructions and verses for finger plays and games are given. Part II suggests activities appropriate…
Descriptors: Early Childhood Education, Educational Games, Guides, Instructional Materials
Instructor, 1979
Ideas for educational games in the elementary school classroom. (M)
Descriptors: Class Activities, Educational Games, Elementary Education, Instructional Materials
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Pettegrew, Loyd S. – Simulation and Games, 1979
Explores many facets of paradoxical communication in interpersonal encounters; and presents a structured interpersonal exercise which provides students with experiential learning in how to identify and deal effectively with many subtle manifestations of paradoxical communication. (Author/CMV)
Descriptors: Communication (Thought Transfer), Educational Games, Experiential Learning, Interpersonal Relationship
Stewart, James C., Comp.
The program document provides games and activities for primary and elementary grades which may be adapted to various career clusters. Most of the games may be constructed by the class. Illustrations and diagrams are provided, and each game specifies the grade level for which it is intended. (Author/MF)
Descriptors: Career Education, Class Activities, Educational Games, Elementary Education
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Dukes, Richard L. – Teaching Sociology, 1987
Defines a nonsimulation game as a game dealing with a mathematical or scientific topic which is superior to the typical simulation in that it provides an optimal mix of competition and cooperation. Describes two variations of Allen's 1969 Equations nonsimulation game, which may be used to teach various statistical concepts. (JDH)
Descriptors: College Instruction, Educational Games, Higher Education, Learning Strategies
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Litwiller, Bonnie H.; Duncan, David R. – Mathematics Teacher, 1984
How probabilities change when playing the game of craps with dice having 8, 12, or 20 faces is discussed. Five challenge questions are also included. (MNS)
Descriptors: Educational Games, Mathematical Enrichment, Mathematics Instruction, Probability
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Gohring, Ralph J. – Simulation and Games, 1979
A case study describing the process involved in publishing a personally developed simulation game including finding a publisher, obtaining a copyright, negotiating the contract, controlling front-end costs, marketing the product, and receiving feedback from users. (CMV)
Descriptors: Copyrights, Costs, Educational Games, Feedback
Brandt, Sandy, Ed.; Walters, Casey, Ed. – 1976
This high school environmental guide uses the Students Toward Environmental Participation (S.T.E.P.) approach. Activities are designed to develop an awareness of the purpose, interrelationship, and wholeness of the earth through activities, games and role-playing. Sample activities include: trust walk, scavenger hunt, nature collage, and alphabet…
Descriptors: Activities, Biological Sciences, Biology, Ecology
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