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Finseth, Katherine – 1971
Two games for introducing population-related concepts and understandings into the junior-senior high school curriculum are described in this document. Planafam I is a card game which utilizes role-play techniques. A primary purpose is to increase the student's personal awareness of social norms and biological constraints in fertility behavior.…
Descriptors: Class Activities, Contraception, Cultural Awareness, Educational Games
Abrahams, Frederick F. – 1972
New materials and approaches focusing on data analysis are described in this report. Students were exposed to a brief instruction on survey analysis. Then they used a series of games designed to aid the learning of data analysis, and worked with tables of data presented in different training formats designed to sharpen analytical skills.…
Descriptors: Behavioral Science Research, College Programs, Course Organization, Data Analysis
Van Scoy, Karen; Whitehead, Robert – 1971
The primary purpose of this book is to make available to teachers and children a significant number of interesting game activities that will enrich the entire reading program, especially the literature portion. The games are designed primarily for use in two portions of the reading program: (1) the "enrichment reading program," and (2) the…
Descriptors: Class Activities, Educational Games, Elementary Education, English Instruction
Brown, John S.; And Others – 1975
This report describes research directed at designing and evaluating computer assisted instructional (CAI) systems capable of inferring structural models of a student's reasoning strategies and identifying his underlying misconceptions. Several prototype systems using representative domains of knowledge were constructed. From these an information…
Descriptors: Cognitive Processes, Computer Assisted Instruction, Computer Science, Display Systems
DeWine, Sue – 1976
This paper discusses possible uses for student communication journals in the interpersonal communication classroom. Appropriate interpretation of student journal entries can clarify the effectiveness of instructional games and simulations, stimulate integration of experience-based affective learning systems within a sound theoretical framework,…
Descriptors: Class Activities, Communication (Thought Transfer), Diaries, Educational Games
Wehmeyer, Lillian Biermann – 1976
Basic orientation to educational theory and research is provided to further the teaching role of the school librarian. This liberally-illustrated handbook also includes instructions for a variety of games and other motivational devices. Principles of motivation theory outlined in Chapter 2 are given immediate practical application in Chapters 3-5,…
Descriptors: Educational Games, Educational Theories, Guides, Independent Study
Thiebaut, Jean Marie; And Others – Francais dans le Monde, 1978
This installment of "A Comme..." presents the following: use of the felt board for group games and reinforcement activities; a proposal for a sociocultural approach to classified ads and a sample lesson plan; and a discussion of the use of authentic documents for teaching future tense. (Text is in French.) (AMH)
Descriptors: Bulletin Boards, Cultural Education, Educational Games, French
Peer reviewed Peer reviewed
Kiltinen, John O.; Tasson, Dennis – School Science and Mathematics, 1978
A BASIC computer program based on a game that involves picking the appropriate weighings to find an odd base from among 13 balls in three tries is discussed. A sample run is included. (MN)
Descriptors: Computer Assisted Instruction, Computer Programs, Educational Games, Instructional Materials
Peer reviewed Peer reviewed
Sanders, Carol – English Language Teaching Journal, 1977
Use of classroom improvisations and role-playing can help the second language learner speak quickly, naturally, and spontaneously. The technique is discussed and illustrated. (CHK)
Descriptors: Audiolingual Skills, Class Activities, Classroom Techniques, Educational Games
Wilson, Marian; Meade, Arland – Journal of Business Education, 1977
Describes a five-state project which proved that a videotaped quiz show can be an effective format for teaching consumer education to teenagers and adults. (TA)
Descriptors: Adult Education, Consumer Education, Educational Games, Educational Media
Fuller, Robert G. – Videodisc and Optical Disc, 1985
Several interactive videodisc lessons--Physics and Automobile Collisions, Energy Transformations Featuring the Bicycle, Studies in Motion, and Puzzle of the Tacoma Narrows Bridge Collapse--are discussed in terms of Malone's theory based on computer game analysis that challenge, curiosity, and fantasy are aspects of intrinsic motivation for…
Descriptors: Computer Assisted Instruction, Computer Graphics, Curiosity, Educational Environment
Soltow, Willow Ann – Children & Animals, 1987
Explains a program designed to get students involved in encouraging local pet owners to license their animals. Discusses the possibilities this program offers in teaching citizenship. Includes five teaching activities intended for use in elementary language arts and social studies lessons. (TW)
Descriptors: Animal Facilities, Certification, Citizen Participation, Citizenship Education
DeRosa, Bill – Children & Animals, 1987
Explains a teaching activity designed to help students develop an appreciation of the role of animal control officers in the community and the importance of licensing their pets. Includes playing instructions, reproducible game cards and a game board, and a supportive statement from the director of a state humane society. (TW)
Descriptors: Animal Caretakers, Animal Facilities, Certification, Citizen Participation
Peer reviewed Peer reviewed
Eade, Frank – Mathematics in School, 1988
The author addresses two types of classroom activities: strategic games and games of conflict. It is suggested that each has an important role to play in many areas of mathematics. In addition to providing examples of games, the author reflects on the processes involved in using the activities. (PK)
Descriptors: Educational Games, Games, Instructional Materials, Learning Activities
Peer reviewed Peer reviewed
Phillips, Martin – System, 1987
Describes three models of CALL (computer assisted language learning) activity--games, the expert system, and the prosthetic approaches. A case is made for CALL development within a more instrumental view of the role of computers. (Author/CB)
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Computer Software, Databases
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