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Carattini, Stefano; Fenichel, Eli P.; Gordan, Alexander; Gourley, Patrick – Journal of Economic Education, 2020
"Cap and trade" is one of the most innovative policy options developed by environmental economists. By placing a cap on a social bad and allowing firms to buy and sell the right to generate it, policymakers combine government intervention with market-based incentives to improve welfare and internalize the externality. Such programs…
Descriptors: Economics Education, Conservation (Environment), Class Activities, Educational Games
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Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco – Educational Technology & Society, 2010
The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…
Descriptors: Role Playing, Educational Games, Computer Simulation, Computer Uses in Education
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Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
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Miller, Leslie – Science Scope, 2007
Wondering how to make the study of the immune system and infectious agents more relevant to your students' lives? The online adventure series, Medical Mysteries, can provide the context and motivation. The series combines the drama of television's "CSI" episodes with science to address several of the National Science Education Content Standards.…
Descriptors: Middle School Students, Class Activities, Learning Activities, Science Activities
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Bottino, Rosa Maria; Ott, Michela – Learning, Media & Technology, 2006
This paper reports on a pilot research project aimed at helping to develop some strategic and reasoning abilities in primary school pupils by engaging them in educational itineraries based on the use of a number of computer mind games. The paper briefly describes the project's aims and organization, the kind of games used and the working…
Descriptors: Learning Activities, Class Activities, Thinking Skills, Elementary School Students
Crowe, Suzy; Penney, Elaine – 1995
This book is the first volume in the "Kids and Computers" series, a series of books designed to help adults easily use high-quality, developmentally appropriate software with children. After reviewing the basics of selected software packages (how to start the program, stop the program, move around, and use special keys) several ideas and…
Descriptors: Class Activities, Computer Games, Computer Software, Computer Software Selection
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Reid, Robert K. – American Biology Teacher, 1994
Describes a computer-generated exercise that combines creative-thinking skills with practice activities in spelling and recalling vocabulary. A sample word game is included. (ZWH)
Descriptors: Biology, Class Activities, Computer Uses in Education, Creative Thinking
Kloza, Brad – Instructor, 2000
Presents a collection of computer software programs designed to spark learning enthusiasm at every grade level and across the curriculum. They include Reader Rabbit's Learn to Read, Spelling Power, Mind Twister Math, Community Construction Kit, Breaking the Code, Encarta Africana 2000, Virtual Serengeti, Operation: Frog (Deluxe), and My First…
Descriptors: Beginning Reading, Class Activities, Computer Games, Computer Software