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Kosmas, Panagiotis; Ioannou, Andri; Zaphiris, Panayiotis – Educational Media International, 2019
The relationship among bodily movements, cognitive abilities, and academic achievement in children is receiving considerable attention in the research community. The embodied learning approach is based on the idea of an inseparable link between body and mind in learning, aiming for teaching methods that promote children's active engagement in the…
Descriptors: Motion, Cognitive Development, Correlation, Academic Achievement
Scarlatos, Tony – Journal of Educational Technology Systems, 2013
Exploring the Solar System in the elementary school curriculum has traditionally involved activities, such as building scale models, to help students visualize the vastness of space and the relative size of the planets and their orbits. Today, numerous websites provide a wealth of information about the sun and the planets, combining text, photos,…
Descriptors: Multimedia Instruction, Computer Software, Computer Simulation, Educational Games
Barendregt, Wolmet; Bekker, Tilde M. – Computers & Education, 2011
Employing a mixed-method explorative approach, this study examined the in situ use of and opinions about an educational computer game for learning English introduced in three schools offering different levels of freedom to choose school activities. The results indicated that the general behaviour of the children with the game was very different…
Descriptors: Class Activities, Learning Activities, Educational Games, Opinions

Lopus, Jane Schaerges – Social Studies Review, 1985
The Stock Market Game is a computerized simulation that involves high school students in trading eligible New York Stock Exchange stocks in an effort to make capital gains. Time required is ten weeks. The game is described; economic concepts that can be taught using the game are listed. (RM)
Descriptors: Class Activities, Computer Assisted Instruction, Concept Teaching, Economics Education

Silvern, Steven B. – Educational Research Quarterly, 1986
Video games may allow educators to reach children who have never before been incorporated into an educational experience within the confines of school. A distinction is made between types of arcade style games and educational games in Piagetian terms: practice games, symbolic games, games with rules, and games of construction. (LMO)
Descriptors: Class Activities, Computer Assisted Instruction, Computer Software, Educational Games
Dennis, J. Richard; And Others – 1979
This discussion of games--particularly computerized games--and their potential in schools addresses several topics: what games are, types of games (free-form, rigid-form, or open-form) and their educational applications, the role of games in learning, student participation in adapting existing games for computer presentation, and special classroom…
Descriptors: Class Activities, Computer Assisted Instruction, Educational Games, Game Theory
Valette, Yvette; Valette, Robert – Francais dans le Monde, 1985
A series of classroom microcomputer-assisted games based on an approach to understanding through mythological symbolism is described and discussed. (MSE)
Descriptors: Artificial Intelligence, Class Activities, Computer Assisted Instruction, Educational Games

Hetzner, Donald R. – Social Science Record, 1973
Descriptors: Class Activities, Computer Assisted Instruction, Decision Making, Educational Games
Debenham, Jerry – Educational Technology, 1974
A discussion of SAFE (Simulating Alternative Futures in Education), a computerized classroom game which synthesizes the growing body of futurist techniques and literature into a meaningful learning experience for students of social change. (Author)
Descriptors: Class Activities, Computer Assisted Instruction, Educational Change, Educational Games
Flowers, Roz; And Others – Instructor, 1993
Five teachers recommend their favorite elementary teaching tools, including a counting board, a keyboard introduction game, geoboards for the overhead projector, a book on crafts using recyclables, tape recorders, computerized games, interlink cubes, a geology book, videotaped sentence structure games, and a solar calculator for use on overhead…
Descriptors: Change Strategies, Class Activities, Computer Assisted Instruction, Creative Teaching

Ashmore, Timothy M. – Western Journal of Speech Communication, 1987
Presents a computerized version of the Prisoner's Dilemma game, which runs on several Apple computers. Makes a case for utilizing the program in interpersonal, small group, and social conflict communication classes. Describes the four computerized versions of the game: rational, partially rational, nonrational, and assumed rational. (JD)
Descriptors: Class Activities, Computer Assisted Instruction, Computer Simulation, Computer Software
Male, Mary – Computing Teacher, 1986
Reviews benefits of using cooperative learning strategies and computer assisted instruction (CAI) in classrooms with mainstreamed students; describes teacher's role in implementing cooperative learning; presents examples demonstrating potential of cooperative learning and CAI in language and social skills development; and outlines steps in…
Descriptors: Class Activities, Computer Assisted Instruction, Cooperation, Educational Games

Balser, Jeffrey R.; Blice, Sylvia A. – Unterrichtspraxis, 1978
Examines three examples of computer games that can be used by high school German students: antonyms, compound nouns, and prepositions. The programs were written in BASIC and developed for use in a second-year German class. (EJS)
Descriptors: Class Activities, Computer Assisted Instruction, Educational Games, Educational Media

Ferguson, Jim – Social Studies, 1989
Describes a project undertaken by a fourth grade class (Columbus, Indiana) to develop a computer game about Indiana history. Advocates using computing across the curriculum in a manner similar to the writing across the curriculum project. Provides a step by step guide to the development of the game. (KO)
Descriptors: Class Activities, Classroom Techniques, Computer Assisted Instruction, Educational Games
Learning, 1992
Provides on-task activities to fill in unexpected extra moments in elementary classes. The activities require little preparation and take 5-15 minutes to complete. There are activities for math, language arts, social science, science, critical thinking, and computer. An outer space board game is also included. (SM)
Descriptors: Class Activities, Computer Assisted Instruction, Critical Thinking, Educational Games
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