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Parrotta, Kylie L.; Rusche, Sarah Nell – Teaching Sociology, 2011
In this article, the authors describe a class activity that uses a combination of strategies to overcome obstacles students face when learning about the reproduction of inequality in everyday life. Based on Schwalbe et al.'s (2000) piece on "generic social processes," and following the idea of "making the strange familiar and the familiar…
Descriptors: Class Activities, Astronomy, Biology, Consciousness Raising
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Burgess-Wilkerson, Barbara; Thomas, Jane Boyd – Business Communication Quarterly, 2009
Business students should understand the relevance of professional attire as an indication of conformity. Of equal importance is the recognition that some companies have loosened their dress codes to a more flexible policy to recruit young talent. "Ugly Betty" could serve as a teaching tool to initiate the dialogue on conformity in a light-hearted,…
Descriptors: Professional Occupations, Clothing, Dress Codes, Social Behavior
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Leone, Susan D.; Gumaer, Jim – School Counselor, 1979
Describes a group assertiveness training program developed for use with shy children. The first phase utilized reinforcement procedures, relaxation, guided fantasy, behavior contracts, and feedback mechanisms. The second phase eliminated features no longer needed as children progressed. The evaluation demonstrated this program can be effective in…
Descriptors: Assertiveness, Behavioral Objectives, Children, Elementary Education
Love, Mary Joyce; Baer, Denise – Learning, 1991
First grade teachers detail how they successfully taught students assertiveness techniques for conflict resolution. Three times weekly, children learned to express themselves and take more responsibility for their behavior. Role playing was an important component. Teachers modeled assertive behavior, and parents were apprised of the situation so…
Descriptors: Assertiveness, Classroom Techniques, Communication Skills, Conflict Resolution
Green, Cedric – Journal of Architectural Education, 1979
Design is described as a social process and a game. Games provide an experience and environment in which aspects of design skill may be learned. Self-expression (involving no one else) and design (product must satisfy requirements imposed by others) are contrasted. Games described: JOIN, GAMBIT, URBISM, SPIEL, etc. (MLW)
Descriptors: Architectural Education, Communication (Thought Transfer), Conflict Resolution, Cooperative Planning