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Showing 1 to 15 of 138 results Save | Export
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Isaias, Pedro, Ed.; Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed. – Cognition and Exploratory Learning in the Digital Age, 2020
This volume provides a comprehensive and contemporary depiction of the swift evolution of learning technologies and the innovations that derive from their deployment in school education. It comprises cases studies, research focused on emergent technologies and experiments with existing tools in a wide range of scenarios. The studies included in…
Descriptors: Educational Technology, Educational Innovation, Computer Uses in Education, STEM Education
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Hummel, Hans G. K.; Joosten-ten Brinke, Desirée; Nadolski, Rob J.; Baartman, Liesbeth K. J. – Technology, Pedagogy and Education, 2017
Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather scarce. This article shows how assessment can be…
Descriptors: Content Validity, Educational Games, Computer Games, Computer Assisted Testing
Takeuchi, Lori M.; Vaala, Sarah – Joan Ganz Cooney Center at Sesame Workshop, 2014
Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and…
Descriptors: Educational Games, Computer Games, Video Games, Technology Uses in Education
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Huetinck, Linda – Mathematics Teacher, 1996
Introduces concepts of modern algebraic group theory in the form of a game. Peg boards and rubber bands represent nonnumerical group elements and are manipulated under the operation of reorienting a regular polygon. Symmetry groups are used to explore set properties, as well as commutative and noncommutative operations. (CMS)
Descriptors: Algebra, Educational Games, Learning Activities, Manipulative Materials
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Yahnke, Robert E. – Exercise Exchange, 1982
Describes a word game that is designed to provide students with a challenging way of combining a basic core of Greek and Latin word parts and manipulating them so that assimilation of the prefix often occurs in completed words. (FL)
Descriptors: Educational Games, Higher Education, Language Skills, Learning Activities
Siegfried, Edward – JCSE Online, 2002
Describes Chomp, an educational strategy game for use in high school programming courses that can encourage cooperative learning. Discusses rules of the game; Chomp players; Chomp board programs; Chomp tournaments; Chomp strategies; and extensions of the activity that can involve more advanced mathematics. (LRW)
Descriptors: Computer Science Education, Educational Games, Learning Activities, Mathematical Applications
Eastridge, Richard R. – Audiovisual Instr, 1970
Described is a means of involving high school students by making their history class into a simulated meeting of the United Nation's Security Council. (LS)
Descriptors: Educational Games, History Instruction, Learning Activities, Secondary Education
Kamm, Jay D. – Capstone Journal of Education, 1981
Presents an innovative approach to teaching vocabulary to high school students. (FL)
Descriptors: Educational Games, English Instruction, High Schools, Humor
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Stoddard, Ann H. – Clearing House, 1981
Presents a simulation game on labor negotiations for secondary students. (SJL)
Descriptors: Collective Bargaining, Economics Education, Educational Games, Labor Relations
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Lund, Tony – Science Teacher, 1994
Describes a game that was developed in lieu of the traditional end of the chapter review used to assess student knowledge of a subject. (ZWH)
Descriptors: Educational Games, Evaluation, Learning Activities, Review (Reexamination)
Katsch, Ethan; And Others – Law in American Society, 1974
A game based on a simulated plea bargaining leads to understanding of negotiation, compromise and decision-making skills as well as information about the criminal justice process. (Author/KM)
Descriptors: Class Activities, Court Litigation, Educational Games, Learning Activities
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Deakin, Michael – Australian Mathematics Teacher, 1996
Discusses a commonly held misconception that in the throwing of two dice, if a total of seven does not come up for a period of time then its appearance is imminent. Describes an experiment to disprove the misconception and includes a discussion of the theory that frames the results. (DDR)
Descriptors: Educational Games, Educational Strategies, Foreign Countries, Learning Activities
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Garman, E. Thomas – Clearing House, 1979
The advantages and disadvantages of simulations in consumer education are summarized and guidelines presented to teachers on developing their own games. Four specific game topics are suggested. (SJL)
Descriptors: Consumer Education, Educational Games, Guidelines, Learning Activities
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Williams, David E. – Mathematics Teacher, 1978
Classroom activities that provide meaningful practice, and at the same time motivate students, are the subject of this article. Several activities appropriate for first-year algebra are discussed; e.g., a prepared matrix of algebraic numbers, cross-factor puzzles, and number tricks. (MP)
Descriptors: Algebra, Class Activities, Educational Games, Instruction
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Friedlander, Alex; Taizi, Nomi – Mathematics in School, 1987
Three open-phrase games are presented which offer interesting experiences with substitution of numbers. Four open-sentence games are also described, two dealing with the initial stages of finding a partial solution and two requiring students to find the complete solution of an open sentence. (MNS)
Descriptors: Algebra, Concept Formation, Educational Games, Learning Activities
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