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Showing 706 to 720 of 820 results Save | Export
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Maruszewski, Richard F., Jr. – Mathematics and Computer Education, 1990
Describes a five-dice game, horse. Discusses the offensive player's strategy using the ideas of probability, such as counting outcomes, mutually exclusive events, conditional probabilities, zero sum games, and the use of computer. (YP)
Descriptors: College Mathematics, Computation, Computer Uses in Education, Educational Games
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Lulli, Henry – School Science and Mathematics, 1989
Provided is a mathematical recreation to strengthen student mathematics skills. The object of the activity is to build up an expression using the four digits of the current year, without rearranging the digits and using combinations of operations, to equal a prescribed value. Descriptions and examples are included. (RT)
Descriptors: Educational Games, Experiential Learning, Game Theory, Games
Thorp, Carmany – Teaching PreK-8, 1995
Describes student use of Hyperstudio computer software to create history adventure games. History came alive while students learned efficient writing skills; learned to understand and manipulate cause, effect choice and consequence; and learned to incorporate succinct locational, climatic, and historical detail. (ET)
Descriptors: Computer Games, Computer Uses in Education, Decision Making Skills, Elementary Education
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Torbert, Marianne – Young Children, 2005
Well-designed, active group games are more than just fun. They can help young children develop essential life skills that impact their development and contribute to school readiness. This article discusses how playing developmentally appropriate games allows children to build listening skills as well as social and cooperative skills, gain enough…
Descriptors: Mathematics Skills, School Readiness, Listening Skills, Emergent Literacy
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Dunning, Jeremy; Bhattacharya, Sunand; Daniels, David; Dunning, Katherine – Forum on Public Policy Online, 2007
Science and technology, when applied to educational excellence, have become part of the arts and humanities of tomorrow. The interactive multimedia technology tools available to educators today provide an opportunity to build into the distance or traditional course through learning objects, highly interactive experiential exercises that allow the…
Descriptors: Technology Uses in Education, Educational Technology, Higher Education, Partnerships in Education
Foeman, Anita Kathy – 1983
A review of current research indicates parallels between the strategies and perceptions involved in gender-specific chidren's games and those guiding adult corporate participation. Involving a frequently elaborate organization of rules that emphasize at once an adventurous role with few physical restrictions and the need for team play, boys' games…
Descriptors: Cognitive Style, Females, Game Theory, Games
Goldin, Sarah E., Ed.; Thorndyke, Perry W., Ed. – 1980
The 16 papers in this collection discuss options and areas for future research on teams, including performance requirements, structure, communications, training techniques, and organizational determination of team performance, from the perspectives of varied disciplines; e.g., psychology, computer science, management science, and decision theory.…
Descriptors: Decision Making, Game Theory, Group Dynamics, Human Factors Engineering
Shapiro, Arthur H.; and others – Nat Sch, 1969
Procedures package includes (1) general introduction, (2) director's handbook, and (3) three exercise--in pull-out format.
Descriptors: Communication (Thought Transfer), Decision Making, Educational Problems, Game Theory
Likens, Thomas W. – 1979
Two units make up this material. They focus on applications of second-order difference equations to American politics. The goals of the first module include helping the user understand: 1) the difference between a theoretical construct and an observable; 2) the nature of choices which exist in modeling any particular empirical phenomenon; and 3)…
Descriptors: College Mathematics, Disarmament, Game Theory, Higher Education
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Friedland, James – 1973
Presented are instructions for the use of "TAG," a model for estimating animal population in a given area. The computer program asks the student to estimate the number of bass in a simulated farm pond using the technique of tagging and recovery. The objective of the simulation is to teach principles for estimating animal populations when they…
Descriptors: Biology, Computer Assisted Instruction, Conservation Education, Environment
Allen, Layman E. – 1972
This paper describes in detail the paper-and-pencil POE (Pelham Odd 'R Even) game, in which units of space are the allocated resources. The game is designed to provide an introduction to the rule structure common to the games of EQUATIONS, WFF 'N PROOF, and ON-SENTS & NON-SENTS. Techniques of playing POE, including goals, solutions, moves, scoring…
Descriptors: Class Activities, Educational Games, Experiential Learning, Game Theory
Main, Dana B.; Ross, Joan – 1974
In February and May 1973, experimental forms of the mathematics game EQUATIONS were used in two seventh-grade classes which had been participating twice a week in EQUATIONS tournaments since the previous September. The purpose of the experimental games was to gain information as to the kinds of mathematical ideas players choose to concern…
Descriptors: Class Activities, Educational Games, Experiential Learning, Game Theory
Smith, Robert M. – 1973
Simulation, defined as a representational model of a particular theory, has been the subject of some research in the communication field, but there has been little material published on the uses of simulation as a research tool. Simulations are considered helpful in closing gaps between field studies and laboratory research, serving to increase…
Descriptors: Communication (Thought Transfer), Decision Making Skills, Game Theory, Information Theory
Cassel, Russell N. – 1975
The Computerized Decision Development System (DEDEV) is designed to foster decision-making competency in individuals through a two stage process: (1) providing information about scientific decision-making, and (2) providing experience with use of information in "meaty" problems by computerized gaming and simulation. This manual presents the 14…
Descriptors: Computer Oriented Programs, Decision Making, Decision Making Skills, Educational Technology
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Nacci, Peter L.; Tedeschi, James T. – Social Behavior and Personality, 1976
Effects of resource capability and interpersonal attraction on coalition behavior were studied. Introductory psychology students role played across three experimental conditions. Subjects were asked to select a coalition partner, predict formation of coalition, estimate winnings distribution. Male and female choices and predictions differed.…
Descriptors: Affiliation Need, Decision Making, Experimental Psychology, Game Theory
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