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Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James – Journal of Adolescence, 2006
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…
Descriptors: Video Games, Educational Games, Team Sports, Athletes
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Eckel, Catherine; McInnes, Melayne Morgan; Solnick, Sara; Ensminger, Jean; Fryer, Roland; Heiner, Ronald; Samms, Gavin; Sieberg, Katri; Wilson, Rick – Journal of Economic Education, 2005
The authors describe a classroom game that introduces the concept of compensating wage differentials by allowing students to negotiate over the assignment of jobs and wages. Two jobs are designed so that neither job requires special skills, but one is significantly more unpleasant than the other. By varying the job titles and duties, students can…
Descriptors: Wages, Safety, Labor Economics, Labor
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Woltjer, Geert B. – Journal of Economic Education, 2005
For many students macroeconomics is very abstract; it is difficult for them to imagine that the theories are fundamentally about the coordination of human decisions. The author developed a simulation game called Steer the Economy that creates the possibility for students to make the decisions of the firms that are implicit in macroeconomic models.…
Descriptors: Macroeconomics, Educational Games, Economics Education, Computer Simulation
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Griffin, Michael R.; Johnson, Romona; Thomas, Jessica; Spell, Melissa; Popham, John; Croft, Brent; Umpleby, Albert; Verbel, Eric – Teaching Elementary Physical Education, 2005
Disc activities are an excellent elementary content area for both skill and fitness enhancement. They may occur through progressive skill and drill practice, small sided-game examples, modifications of traditional disc activities appropriate to large groups, and with adjustments designed to increase activity and fitness levels. For games in this…
Descriptors: Physical Education, Physical Fitness, Elementary School Students, Physical Activities
McLester, Susan – Technology & Learning, 2005
When one considers it was only 10 or so years ago that some experts were questioning the appropriateness of multimedia and other "frills" as learning tools, it's not surprising that the idea of using games as a core instructional resource remains controversial. But in an age in which major corporations and the U.S. military are relying on…
Descriptors: Technology Uses in Education, Video Games, Educational Environment, Learning Experience
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Kytta, Marketta; Kaaja, Mirkka; Horelli, Liisa – Environment and Behavior, 2004
This exploratory study examines ho wan Internet-assisted design game succeeds in bringing forth children's own visions for the environment where they live and their definitions of a good environment. Two connected concepts in environmental psychology, the theory of person-environment fit and the concept of affordances, are applied in the analysis…
Descriptors: Foreign Countries, Internet, Educational Games, Gender Differences
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Herbst, Patricio; Gonzalez, Gloriana; Macke, Michele – Mathematics Educator, 2005
This article discusses how a teacher can prepare the terrain for students to understand what it means to define a figure. Drawing on writings from mathematicians and mathematics educators on the role of definitions in mathematics, the authors argue that students develop a greater appreciation for the conciseness of a mathematical definition if…
Descriptors: Geometry, Mathematics Instruction, Mathematical Concepts, Definitions
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Benek-Rivera, Joan; Mathews, Vinitia E. – Journal of Management Education, 2004
Nontraditional instructional methods facilitate active learning by students. The "Jeopardy" exercise outlined in this article is based on the popular television game show and is presented as an active learning technique designed to (a) motivate students to actively participate in class and assume more responsibility for learning, (b) provide an…
Descriptors: Active Learning, Teaching Methods, Educational Games, Review (Reexamination)
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Smith, David Ryan – Physics Education, 2003
"Voyager" is an educational card game involving scientific satellites, developed for use in schools with children aged 9 to 13 years. The idea of the game is to improve pupils' knowledge about the large number of scientific satellites there are in space in a fun way, while also practising numeracy skills. Several copies of the game were…
Descriptors: Astronomy, Science Instruction, Teaching Methods, Satellites (Aerospace)
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Gough, John – Australian Primary Mathematics Classroom, 2004
Sometimes the first step towards making a new (mathematics) game is discovering an unexpected possibility in some hitherto unplayed-with piece of equipment. At other times the first step is inventing new equipment. But rarely is any "new" idea for a game wholly original, either as a way of playing a game, or in its equipment. As…
Descriptors: Educational Games, Alphabets, Orthographic Symbols, Reading Instruction
Cavanagh, Sean – Education Week, 2004
Tribal leaders in Cherokee established the payment program known as the "per capita". All enrolled members of the Eastern Band of the Cherokee--adults and children alike--receive yearly sums. Upon graduation, students from the tribal-run school system are eligible to receive lump-sum payments, with the amount $36,967.78 per person. The money comes…
Descriptors: Young Adults, Educational Games, High School Students, American Indians
Gros, Begona – Journal of Research on Technology in Education, 2007
In recent years, electronic games have assumed an important place in the lives of children and adolescents. Children acquire digital literacy informally, through play, and neither schools nor other educational institutions take sufficient account of this important aspect. We consider that multimedia design for training and education should combine…
Descriptors: Educational Technology, Educational Games, Educational Environment, Computer Software Evaluation
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Squire, Kurt; Klopfer, Eric – Journal of the Learning Sciences, 2007
Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in…
Descriptors: Scientific Principles, Investigations, Engineering Education, Computer Simulation
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Figgins, Margo A.; Johnson, Jenny – English Journal, 2007
Students' relationships with language are likely to change when they are permitted to play with it, but teachers must construct multiple classroom situations for experimentation, and thus change, to take place. Margo A. Figgins and Jenny Johnson give several ideas for how to foster wordplay among students, describing use of eponyms, word…
Descriptors: Language Attitudes, Educational Games, Play, Teaching Methods
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Lannie, Amanda L.; McCurdy, Barry L. – Education and Treatment of Children, 2007
Teachers are often ill-prepared to manage classrooms in urban schools. In the present study, an empirically-based behavioral management strategy, the Good Behavior Game (Game), was investigated. The effects of the Game on student behavior and teacher response statements, including praise, were examined. A teacher with 22 students in a first grade…
Descriptors: Classroom Techniques, Urban Schools, Teacher Behavior, Student Behavior
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