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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Lindroth, Linda – Teaching Pre K-8, 2005
This article describes new presentation tools and game shows that can make the classroom into a learning stage. RM Easiteach Studio, a presentation software from RM Educational Software, provides teaching tools for use on any interactive whiteboard. Classroom Jeopardy[R] from Educational Insights includes a scoreboard/base control unit, three…
Descriptors: Student Motivation, Educational Games, Integrated Curriculum, Computer Software Selection

Roberts, Judy M. – Intervention in School and Clinic, 1991
Suggestions for incorporating the computer into remedial reading programs are offered, focusing on student motivation, criteria for selecting good computer programs, and methods for involving students in nonthreatening ways. Thirteen software programs are recommended. (DB)
Descriptors: Classroom Techniques, Computer Assisted Instruction, Computer Software Selection, Courseware

Fitch, James L.; Sims, Juanita L. – Journal of Computing in Childhood Education, 1992
A model computer learning center with hardware, software, training, and support components was established to serve as an integral part of the instructional process in Head Start classrooms. The center was found to be a positive force in promoting computer activities, but long-term training and curriculum modifications are needed. (LB)
Descriptors: Childhood Attitudes, Class Activities, Computer Assisted Instruction, Computer Centers
Allen, Denise – Teaching Pre K-8, 1997
Profiles new CD-ROM technologies for middle schoolers, in the fields of mathematics and science, aimed at motivating and holding student interest. Describes three titles (Math Heads, Sunny Math, and The Ultimate 3-D Skeleton) in terms of manufacturer, capabilities, platform, and price. Several additional titles are described more briefly. (SD)
Descriptors: Computer Software Selection, Computer Uses in Education, Educational Technology, Elementary Education
Wales, Carolyn; White, Charles, Ed. – Learning & Leading with Technology, 1995
Presents an eight-step plan for implementing technology integration. Describes a sixth-grade social studies class that used hypermedia software to complete a research project about the Renaissance. Discusses software selection, teaching computer skills, and the CD-ROM map project. Benefits include positive group interaction, self-expression, and…
Descriptors: Computer Literacy, Computer Software Selection, Grade 6, Group Dynamics