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Sailer, Michael; Sailer, Maximilian – British Journal of Educational Technology, 2021
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points…
Descriptors: Higher Education, Game Based Learning, Educational Games, Class Activities
Charsky, Dennis; Ressler, William – Computers & Education, 2011
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Descriptors: Control Groups, Concept Mapping, Play, Student Motivation
Campanile-Happ, Patricia – Instructor, 1979
Outlines a year-long program for fifth-grade students who feel shy and insecure about writing and/or who make gross spelling errors. Emphasis is on remedial spelling activities. (RH)
Descriptors: Class Activities, Educational Games, Elementary Education, Elementary School Students
Lee, William R. – Englisch, 1976
Language games, adapted to the age of the learners, are seen as a powerful means of motivation. Several such games are described; language phenomena contained therein are discussed. Finally, some available collections of language games are listed. (IFS/WGA)
Descriptors: Class Activities, Educational Games, Educational Media, English (Second Language)
Stoll, Clarice – Media and Methods - Explorations in Education, 1970
Includes a descriptive list of recommended, readily-available simulation games for classroom use, including publishers' addresses; appears as Part I of a two-part supplement on simulation games. (Editor/RD)
Descriptors: Class Activities, Decision Making, Discussion (Teaching Technique), Educational Games

Lindberg, Dormalee, H. – Childhood Education, 1974
Offers activities for the classroom based on these premises: children should feel valued as individuals; a positive self-concept promotes cognitive growth; enjoyable learning is retained longer; games provide necessary repetition for retention and transfer; and self-evaluation enhances learning. (ED)
Descriptors: Art Activities, Class Activities, Classroom Environment, Educational Games
Allen, Layman E.; Main, Dana B. – 1973
This study focuses on the affective dimension of learning as influenced by a learning environment organized around instructional gaming. Experimental and control classes of seventh- and eighth-grade students taught by the same teachers for both semesters participated in the 1972-73 study. The experimental learning environment contained three…
Descriptors: Affective Behavior, Attendance Patterns, Attitudes, Class Activities
Omaggio, Alice; Birckbichler, Diane – 1977
This paper offers a way to adapt foreign language instruction to individual learner needs and difficulties. The approach consists of two parts: (1) various sources of learner problems are identified and discussed briefly; and (2) over 50 remedial classroom activities are presented and described. These activities are designed to treat specific…
Descriptors: Class Activities, Cloze Procedure, Cognitive Processes, Diagnostic Teaching
Weinstein, Gerald, Ed.; Fantini, Mario D., Ed. – 1970
Professionals as well as parents will find here an argument and model for implementing humanistic education in public schools at all levels. Steming from the Elementary School Teaching Project by the Ford Foundation which found that the student's feelings influence his ability to learn, this book attempts to develop a model which will utilize the…
Descriptors: Adjustment (to Environment), Affective Behavior, Affective Objectives, Behavioral Objectives