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Hunter, Robert H. – Audiovisual Instruction, 1977
Describes a classroom version of the game "To Tell the Truth". The game can be used as an introduction to the biographical background of a significant individual in a given subject area. (BD)
Descriptors: Biographies, Class Activities, Educational Games, Elementary Secondary Education
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Fletcher, Leslie B. – Business Education Forum, 1997
Round Robin is a game in which students must express accounting information in their own words. It is a means of familiarizing students with the language of vocabulary and of developing their verbal expressiveness. (SK)
Descriptors: Accounting, Business Education, Educational Games, Verbal Learning
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Smith, Roger A. – Technology Teacher, 1995
With the use of "The Production Game," technology teachers can introduce concepts associated with manufacturing and marketing. The game directs students in the discovery of ideas associated with material resources, technology, and laborers, the leading components of industrial manufacturing. (Author/JOW)
Descriptors: Educational Games, Manufacturing, Marketing, Secondary Education
Toynton, Bob – Adults Learning (England), 1995
The jigsaw puzzle approach applies a geological analogy in a structured scenario in which students identify fossils and determine the age of strata. The engaging strategy increases student confidence and interest in learning science. (SK)
Descriptors: Adult Education, Educational Games, Geology, Puzzles
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Buchoff, Rita – Reading Teacher, 1996
Describes the uses of riddles with elementary school students to create interest, develop literacy skills, promote learning in the content areas, and have fun. Notes 16 books of riddles. (SR)
Descriptors: Class Activities, Educational Games, Elementary Education, Language Arts
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Flewelling, Gary – Australian Mathematics Teacher, 2004
In this paper, the author compares the two games played most frequently in our classrooms, concluding that although both games may prepare the student for success in school only one of the games prepares the student for success in life.
Descriptors: Educational Games, Classroom Techniques, Comparative Analysis, Classroom Environment
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Barkand, Jonathan; Kush, Joseph – Electronic Journal of e-Learning, 2009
Virtual Learning Environments (VLEs) are becoming increasingly popular in online education environments and have multiple pedagogical advantages over more traditional approaches to education. VLEs include 3D worlds where students can engage in simulated learning activities such as Second Life. According to Claudia L'Amoreaux at Linden Lab, "at…
Descriptors: Traditional Schools, Secondary Schools, Educational Games, Educational Environment
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Demski, Jennifer – T.H.E. Journal, 2009
For a growing group of educators, the online role-playing game World of Warcraft, Blizzard Entertainment's massively popular massively multiplayer online role-playing game (MMORPG), is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way. The online role-playing game World of…
Descriptors: Video Games, Role Playing, Fantasy, Computer Mediated Communication
Malala, John; Major, Anthony; Maunez-Cuadra, Jose; McCauley-Bell, Pamela – Online Submission, 2007
The main argument being presented in this paper is that instructional designers and educational researchers need to shift their attention from performance to interest. Educational digital games have to aim at building lasting interest in real world applications. The main hypothesis advocated in this paper is that the use of rewards in educational…
Descriptors: Rewards, Positive Reinforcement, Operant Conditioning, Educational Games
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Overway, Ken – Journal of Chemical Education, 2007
Students need to have basic understanding of scientific method during their introductory science classes and for this purpose an activity was devised which involved a game based on famous Monty Hall game problem. This particular activity allowed students to banish or confirm their intuition based on empirical evidence.
Descriptors: Scientific Methodology, Intuition, Educational Games, Demonstrations (Educational)
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Mountain, Lee – Journal of Adolescent & Adult Literacy, 2007
After a class of ninth graders discovered the helpfulness of the thesaurus in such synonym activities as Synonym Tic-Tac-Toe and Cross-Synonym Puzzles, they started using the thesaurus to locate "the exactly right word" while drafting compositions. They also enriched their oral vocabularies during these activities by discussing synonyms from the…
Descriptors: Grade 9, Vocabulary Development, Writing Instruction, Reference Materials
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Costa, Manuel Joao – Journal of Chemical Education, 2007
The CARBOHYDECK card game is designed to motivate undergraduate chemistry or biochemistry nonmajors to learn about isomerism of monosaccharides.
Descriptors: Biochemistry, Educational Games, Science Instruction, College Science
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Seals, Cheryl D.; McMillian, Yolanda; Rouse, Kenneth; Agarwal, Ravikant; Johnson, Andrea Williams; Gilbert, Juan E.; Chapman, Richard – Journal of Educational Technology, 2008
This research has two thrusts of teaching object oriented programming to very young audiences and of increasing student excitement about computing applications with the long-term goal of increasing involvement in technology classes, in the use of computer applications and interest in technology careers. The goal of this work was to provide…
Descriptors: Computer Games, Educational Games, Instructional Design, Computer Science Education
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Tsigaris, Panagiotis – American Journal of Business Education, 2008
This paper provides evidence indicating that experimental games can trigger a double dividend. The dividend, measured in terms of enhanced performance, accrues to both the students and to the instructor. The evidence for the instructor's dividend is obtained from evaluation questionnaires administered in an introductory microeconomics course at…
Descriptors: Foreign Countries, College Faculty, College Students, Questionnaires
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Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
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