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Flowers, Jim; And Others – Agricultural Education Magazine, 1992
Seven theme articles discuss the importance for vocational agricultural teachers to allow students to work through the solution to problems posed in classroom situations, learning and teaching styles, the Secretary's Commission on Achieving Necessary Skills report, the use of experimentation as experiential learning, and problem solving as the key…
Descriptors: Agricultural Education, Cognitive Style, Experiential Learning, Postsecondary Education
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Masingila, Joanna O. – For the Learning of Mathematics, 1993
Discusses suggestions for the learning and teaching of mathematics based on a study examining the mathematics practices of carpet layers. Suggestions are made from the areas of (1) the school mathematics curriculum; (2) the methods used to teach school mathematics; and (3) research in mathematics education. (MDH)
Descriptors: Apprenticeships, Experiential Learning, Mathematics Curriculum, Mathematics Education
Childs, Larry; Everest, John; Clark, Adam – Zip Lines: The Voice for Adventure Education, 1999
Describes three games for all ages, used in adventure- and experiential-education settings. Includes target group, group size, time and space requirements, activity level, props, instructions, and tips for post-activity group reflection and processing where appropriate. The games demonstrate the tenets of adventure programming, involve group…
Descriptors: Adventure Education, Experiential Learning, Games, Group Activities
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Luna, Michael C. – Tech Directions, 1998
Technology educators should involve students in hands-on learning about tools, materials, processes, and techniques to teach problem-solving skills and enhance self-esteem. The debate about industrial arts versus technology education loses sight of the importance of making student projects meaningful. (SK)
Descriptors: Experiential Learning, Hand Tools, High Schools, Industrial Arts
Lopez, Hector – Zip Lines: The Voice for Adventure Education, 1997
Describes and gives examples of integrating adventure activities into existing classroom curricula at three levels: review or metaphors, interwoven activities for content delivery, and total integration into classroom design. Example activities include "Speed Rabbit,""Have You Ever,""Stepping Stones,""Whale Watch," and "Mine Field." (SAS)
Descriptors: Adventure Education, Class Activities, Classroom Techniques, Elementary Secondary Education
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Redondo, Miguel A.; Bravo, Crescencio; Ortega, Manuel; Verdejo, M. Felisa – Computers and Education, 2007
Experimental learning environments based on simulation usually require monitoring and adaptation to the actions the users carry out. Some systems provide this functionality, but they do so in a way which is static or cannot be applied to problem solving tasks. In response to this problem, we propose a method based on the use of intermediate…
Descriptors: Intelligent Tutoring Systems, Cooperative Learning, Experiential Learning, Educational Environment
Hubbard, Donna – 1998
This paper describes an intervention in two Algebra II classes in which the graphing calculator was incorporated into the curriculum as often as possible. The targeted population consisted of high school students in a growing middle to upper class community located in a suburb of a large city. The problem of a lack of understanding of the…
Descriptors: Algebra, Educational Technology, Experiential Learning, Graphing Calculators
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Troccolo, Joseph A. – Mathematics Teacher, 1975
The mathematics of the game "Instant Insanity" is described in terms of graph theory, a part of combinational mathematics. (SD)
Descriptors: Enrichment, Experiential Learning, Games, Graphs
Zicht, Barbara, Ed.; And Others – Elementary Economist, 1981
Providing teacher background on the concepts of wages and profits, paying particular attention to how elementary children experience and learn these concepts, this document presents 3 teaching units. The grade K-2 unit, "A Job Well Done," provides activities which focus on different types of jobs and the intrinsic and extrinsic rewards…
Descriptors: Activity Units, Concept Teaching, Economics Education, Elementary Education
Gillis, H. Lee – 1985
Activities commonly associated with outdoor adventure education can be used effectively in therapy for couples. The adventure education concepts of risk, trust, fear, anxiety, dependence/independence, problem solving, and intimacy are all dealt with in therapy and enrichment experiences for couples. While the outdoor environment has a tremendous…
Descriptors: Adults, Adventure Education, Experiential Learning, Games
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Robinson, G. Edith; And Others – National Council of Teachers of Mathematics Yearbook, 1975
The nature of measurement, the standard measurement concepts are discussed in terms of children's preconceptions and activities for building measurement concepts through primary school instruction. A broad range of activities including counting, computation, calibration, and relating measure to size is presented. The metric system is briefly…
Descriptors: Curriculum, Elementary Education, Elementary School Mathematics, Experiential Learning
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Krulik, Stephen; Wilderman, Ann M. – School Science and Mathematics, 1976
Several games, which can be useful in the classroom for teaching problem solving strategies, are described. (SD)
Descriptors: Educational Games, Experiential Learning, Games, Instruction
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Golins, Gerald L. – Journal of Experiential Education, 1978
Maintaining that adventure based programs serving delinquent populations are proliferating, the author identifies five adventure education properties which impel a delinquent to rearrange his destructive ways: gamelike atmosphere; organization of participants into a primary peer group; use of the outdoors; nature of the problems posed; and…
Descriptors: Adventure Education, Delinquent Rehabilitation, Experiential Learning, Group Experience
Camp, John S. – Creative Computing, 1978
The purpose of this paper is to present problems (and solutions) from the areas of marketing, population planning, system reliability, and mathematics to show how a computer simulation can be used as a problem-solving strategy in probability. Examples using BASIC and two methods of generating random numbers are given. (Author/MP)
Descriptors: Computer Programs, Elementary Secondary Education, Experiential Learning, Experiments
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Hallerberg, Arthur E. – Mathematics Teacher, 1978
The author has selected a number of episodes that illustrate some of the successes and failures of humanity's attempt to find the area of the circle and presents them as problem studies. (MN)
Descriptors: Experiential Learning, Geometry, History, Instructional Materials
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