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Padilla, Michael J.; Pyle, Eric J. – Science and Children, 1996
Discusses a game and related activities to help students develop observation and inference skills. (MKR)
Descriptors: Educational Games, Elementary Education, Inferences, Observation
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Chan, Wai-Sum – Teaching Statistics, 1996
Describes the Mang Kung Dice Game, popular in China, which uses six special dice. Discusses the probability distribution of possible outcomes. Poses questions about the game to help students understand statistical concepts. (MKR)
Descriptors: Educational Games, Foreign Countries, Higher Education, Mathematical Concepts
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Nassar, Khaled – Journal of Construction Education, 2002
The Equipment Replacement simulation game can be used to explain the different effects of various equipment buy/sell strategies on the economic performance of construction companies. The probabilistic aspect of demand in the construction market is incorporated. The game is implemented using Excel and Visual Basic for Applications. (Author/SK)
Descriptors: Construction Industry, Educational Games, Equipment, Higher Education
Coleman, Jeanine – Teacherlink, 1999
Aims to help children understand difficult concepts according to their own particular learning styles and to keep students learning while maintaining their interest in and excitement about mathematics. Presents everyday mathematics games for students at every ability level to practice important mathematical skills. (ASK)
Descriptors: Arithmetic, Cognitive Style, Educational Games, Elementary Education
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Quinn, Anne Larson; Koca, Robert M., Jr.; Weening, Frederick – Mathematics Teacher, 1999
Describes students' investigative work that resulted from playing the game Set in an attempt to show how such games can be used to develop mathematical reasoning. (ASK)
Descriptors: Abstract Reasoning, Educational Games, Mathematics Activities, Mathematics Instruction
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Sakshaug, Lynae – Teaching Children Mathematics, 1999
Presents answers to the problem appearing in the January, 1999 Problem Solvers section of this journal, which was a strategy game called "Take Two" in which two players played by placing seven chips in a row and removing one or two chips each turn. (ASK)
Descriptors: Educational Games, Elementary Education, Elementary School Mathematics, Mathematics Activities
Fox, Kathleen – School Library Media Activities Monthly, 2004
Past research has indicated that children become active learners by "active play" which may include board games. In this article, the author describes how the use of games in school libraries may make children more responsive to the school library media center. Games encourage teamwork and creativity, and experts believe that children retain…
Descriptors: Library Services, Cooperative Learning, School Libraries, Library Role
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Brokaw, Alan J.; Merz, Thomas E. – Journal of Economic Education, 2004
The authors describe a game that students can play on the first day of a game theory class. The game introduces the 4 essential elements of any game and is designed so that its sequel, also played on the first day of class, has students playing the well-known Monty Hall game, which raises the question: Should you switch doors? By implementing a…
Descriptors: Probability, Interaction, Play, Active Learning
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Paul, Stephen T.; Messina, John A.; Hollis, Alma M. – Teaching of Psychology, 2006
We developed a computerized game designed around principles shown to improve classroom performance and experience: multimedia, practice testing, vivid instructional techniques, and in-class participation. Students compete as 2 teams, and the game plays like Jeopardy meets Hollywood Squares with learning outcomes. Our evaluation indicated that the…
Descriptors: Psychology, Computers, Classroom Techniques, Evaluation
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Lewis, Tom – Teaching Children Mathematics, 2005
Students in the classroom should be provided with engaging activities for improving their computational fluency, making effective use of time, and as a medium of self-motivation. Games such as Contig, the 24 Game, and Number Jumbler are useful for practicing basic facts and computational fluency of mathematics.
Descriptors: Computation, Mathematics Skills, Educational Games, Mathematics Instruction
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Francis, Paul – Astronomy Education Review, 2005
Since 1998, I've been experimenting with the use of role-playing games to teach astronomy. Students play the role of competing teams of researchers, racing to solve some astrophysical mystery. In this article, I review what has been learned from using these games around the world over the last eight years. The most common problem encountered is a…
Descriptors: Astronomy, Role Playing, Science Instruction, Educational Games
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Johnson, Tyler G.; Darst, Paul W.; Brusseau, Timothy A. – Journal of Physical Education, Recreation & Dance (JOPERD), 2006
A quality physical education program is one in which students are exposed to and can participate in a variety of sports and activities. One activity that is increasing in popularity in and outside of physical education is the game of "Ultimate." Opportunities to play Ultimate are increasing rapidly in intramural programs and community and…
Descriptors: Physical Education, Play, Teaching Methods, Educational Games
Collins, Ann; Goodson, Barbara; Luallen, Jeremy; Fountain, Alyssa Rulf; Checkoway, Amy – Administration for Children & Families, 2010
This report presents findings from the Massachusetts Family Child Care study, a two-year evaluation of the impacts of an early childhood education program on providers and children in family child care. The program--"LearningGames"--is designed to train caregivers to stimulate children's cognitive, language, and social-emotional…
Descriptors: Low Income Groups, Disadvantaged Youth, Early Childhood Education, Caregivers
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Evans, Michael A.; Wang, Feihong – Journal of Educational Technology, 2008
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Descriptors: Educational Technology, Virtual Classrooms, Academic Achievement, Technology Uses in Education
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Mongillo, Gerri – Journal of Educational Technology, 2008
The main purpose of this qualitative study was to determine the influence of participation in educational games on cognition and attitudes of seventh-grade students. Student attitude towards learning scientific language and concepts during gameplay was examined. This study was conducted in a seventh-grade science classroom in a North Eastern (USA)…
Descriptors: Play, Computer Games, Educational Games, Technology Uses in Education
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