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Thiagarajan, Raja; Thiagarajan, Sivasailam – Simulation & Gaming, 1995
Describes a card game designed to teach the scientific method, inductive thinking, and data analysis strategies. The objective is to guess the rule that differentiates the "legal triplets" (set of three playing cards) from the "illegal" ones. Suggestions are provided for a debriefing session in which the players reflect on…
Descriptors: Cognitive Processes, Data Analysis, Educational Games, Induction
Burk, Donna; And Others – Instructor, 1992
Presents activities from "Box-It or Bag-It," a popular mathematics program designed to make elementary students think. The activities are based on the belief that children construct mathematical understandings by playing games, manipulating concrete materials, investigating problems related to personal experiences, and discussing ideas.…
Descriptors: Educational Games, Elementary Education, Elementary School Mathematics, Learning Activities
Klenow, Carol – Instructor, 1992
Reviews several technology-related learning activities for elementary and secondary school students, including a computer animation program, a computer math game, a NASA telecommunication information system, a computer program and book about wild animals, and a monthly audiotape magazine for children. (SM)
Descriptors: Audiotape Cassettes, Computer Assisted Instruction, Computer Software, Educational Games
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Forman, Bruce – Legacy, 1994
Describes the events, and educational strategies used in the events, that make up the Nature Bowl, California's largest third- through sixth-grade competition focusing on regional ecology, natural history, environmental issues, and natural resources conservation. (LZ)
Descriptors: Cooperative Learning, Educational Games, Elementary Education, Environmental Education
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Vande Kopple, William J. – English Journal, 1995
Describes the way one teacher utilizes a variety of activities by which the power of language is analyzed and fostered among students of English. Describes methods for engaging students in language play, specifically through the use of puns. (HB)
Descriptors: Educational Games, English Curriculum, English Instruction, Language
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Flasher, Bob – Legacy, 1994
Discusses, in an environmental education context, whether games and other teaching methods are close enough to real experiences to be effective educational tools. (MKR)
Descriptors: Educational Games, Elementary Secondary Education, Environmental Education, Environmental Interpretation
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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)
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Tayyab, Saad – Biochemical Education, 1994
Presents two alternative teaching approaches to ensure that students become active participants of learning in the biochemistry classroom. Diagrams and rules are provided for using educational playing cards and creating a biochemical comic book. (ZWH)
Descriptors: Biochemistry, Educational Games, Higher Education, Molecular Biology
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DeChristopher, Mary – Science Activities, 1991
A game used for test review based on the television game show "Jeopardy" is described. Sample categories, rules, models for category cards, answer pockets, and answer cards are included. (KR)
Descriptors: Educational Games, Junior High Schools, Recall (Psychology), Science Education
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Minert, Roger P. – Foreign Language Annals, 1991
Discusses the popularity and frequency of language bowls, academic competitions in foreign languages. Suggestions are made for the efficient administration and conduct of all aspects of the language bowl, such as guidelines for organizers, participants, and moderators. (six references) (GLR)
Descriptors: Competition, Educational Games, Interviews, Language Proficiency
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Dempsey, John; And Others – Journal of Educational Technology Systems, 1994
Discusses instructional gaming and examines the impact of Thomas Malone's theory of intrinsically motivating instruction. Relevant literature is reviewed to establish common threads, and implications of the gaming literature for future study of gaming and instructional design are suggested. (Contains 25 references.) (LRW)
Descriptors: Computer Simulation, Educational Games, Futures (of Society), Instructional Design
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Funk, Jeanne B. – Clinical Pediatrics, 1993
Surveyed 357 seventh and eighth graders about video game play and preference. Found that approximately 64% of boys and 56% of girls played one to two hours of video games per week at home; and that, among five categories of video games, those most preferred by the students were games that involved fantasy violence and sports games. (BC)
Descriptors: Athletics, Educational Games, Elementary Education, Elementary School Students
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Melrose, Jean – Teaching Statistics, 1998
Presents an educational game on probability that can be the starting point for an open-ended statistical project. (ASK)
Descriptors: Educational Games, Elementary Secondary Education, Mathematics Activities, Mathematics Instruction
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Trotter, Terrel, Jr. – Ohio Journal of School Mathematics, 1999
Presents an activity in which students try to find the least common multiple (LCM) for two numbers using calculators. (ASK)
Descriptors: Arithmetic, Calculators, Educational Games, Elementary Secondary Education
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Stallings, L. Lynn; Bullock, Patricia L. – Mathematics Teaching in the Middle School, 1999
Describes a game in which students strengthen their number sense by using mental mathematics to find and check factors and multiples of numbers up to 100. (ASK)
Descriptors: Educational Games, Junior High Schools, Mathematics Activities, Mathematics Instruction
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