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Hyndman, Brendon – Journal of Physical Education, Recreation & Dance, 2021
This article explores the importance of embedding Active Exploration teaching approaches within PE lessons and how the provision of differing equipment and divergent learning opportunities can enable choice for students to then 'self-discover' solutions to movement problems. The article showcases how Active Exploration approaches to teaching PE…
Descriptors: Physical Education, Active Learning, Physical Activities, Teaching Methods
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Wilcox, Steve – American Journal of Play, 2019
Game design offers a unique but often misunderstood pedagogical opportunity. The author draws on learning theory, feminist epistemology, and game studies to analyze a novel genre of games capable of realizing this opportunity by mobilizing knowledge through play--praxis games--founded on the concept of situated praxis. Situated praxis encourages…
Descriptors: Educational Games, Instructional Design, Praxis, Play
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Harrington, M. C. R. – IEEE Transactions on Learning Technologies, 2011
Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…
Descriptors: Computer Uses in Education, Environmental Education, Elementary School Students, Computer Simulation
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Walsh, Pat – Educational Leadership, 2000
An instructional media professor discovered that using his hands and asking students to imitate his words and movements communicates (via varied learning styles) certain ideas about the brain. Learning is enhanced by a nonthreatening environment, guiding procedures, appropriate facility design, cooperative learning, and multiple ways of knowing.…
Descriptors: Brain, Discovery Learning, Elementary Secondary Education, Learning Activities
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Wolk, Steven – Educational Leadership, 2001
Allowing students one hour of classroom time daily to explore their interests complements the curriculum and creates lifelong learners, though benefits may not show up on test scores. Discovery learning nurtures creativity and love for learning, creates a community of learners, develops self-esteem, teaches skills, and uses real-world resources.…
Descriptors: Discovery Learning, Elementary Education, Learning Activities, Lifelong Learning
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de Freitas, Sara; Oliver, Martin – Computers and Education, 2006
There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. The lack of a dedicated framework has produced a significant impediment for the uptake of games and simulations particularly in formal…
Descriptors: Discovery Learning, Educational Games, Simulation, Educational Environment
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Heuser, Daniel – Educational Leadership, 2000
Like writing workshops, math and science workshops create flexible environments where students actively learn, share, and explore concepts at their own pace. Format consists of a mini-lesson, an activity period, and reflection. Teacher- and student-directed varieties are explained and compared. (Contains 18 references.) (MLH)
Descriptors: Discovery Learning, Elementary Education, Hands on Science, Individualized Instruction
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Pallant, Amy; Tinker, Robert F. – Journal of Science Education and Technology, 2004
The studies reported in this paper are an initial effort to explore the applicability of computational models in introductory science learning. Two instructional interventions are described that use a molecular dynamics model embedded in a set of online learning activities with middle and high school students in 10 classrooms. The studies indicate…
Descriptors: Models, Science Education, Intervention, Learning Activities
Clements, Douglas H. – Computing Teacher, 1984
Describes a series of programs written in Logo that have been used successfully to support young children's programing efforts. These programs remove the mechanical obstacles of typing, spelling, and estimating distances; remove the demands of abstract planning and ordering instruction; and provide a set of programing procedures. (MBR)
Descriptors: Computer Assisted Instruction, Computer Graphics, Computer Literacy, Computer Programs
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Bergstrom, Joan M.; O'Brien, Lisa A. – Educational Leadership, 2001
Built around such themes as nature, cooking, and community involvement, after-school programs help students make powerful connections and ask big questions. Theme-based programming is most successful when staff members listen, observe, and acknowledge experiences that excite and motivate the students. Kids also love clubhouses and pressrooms. (MLH)
Descriptors: After School Programs, Community Involvement, Cooking Instruction, Discovery Learning
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Scarnati, James T. – Middle School Journal, 1994
Using a unit on earthworms, this article shows how science and language arts can be successfully integrated in a middle school classroom through hands-on observation, interviewing, and writing exercises. The integration process engages students, uses class time more efficiently, encourages dialog, and improves outcomes and appreciation of the…
Descriptors: Animals, Discovery Learning, Experiential Learning, Integrated Curriculum
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Ward, R. Bruce; Sadler, Philip M.; Shapiro, Irwin I. – Astronomy Education Review, 2008
We report on an evaluation of the effectiveness of Project ARIES, an astronomy-based physical science curriculum for upper elementary and middle school children. ARIES students use innovative, simple, and affordable apparatus to carry out a wide range of indoor and outdoor hands-on, discovery-based activities. Student journals and comprehensive…
Descriptors: Student Journals, Grade 4, Grade 3, Teaching Methods
Bickart, Toni S.; Pierrel, Elaine – Principal, 1999
Technology means more than computers, especially in classrooms for young children. The K-3 technology curriculum should build on children's interest in making things, discovering how things work, and using tools to help accomplish tasks. To prevent computer misuse or overuse, principals must involve teachers in planning the technology curriculum.…
Descriptors: Administrator Responsibility, Computer Uses in Education, Curriculum Development, Discovery Learning