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Stoltman, Joseph P.; Keach, Everett T., Jr. – 1970
This economics simulation game complements the third grade Gold Mining Unit developed by Project Social Studies at the University of Minnesota. The simulation is designed for three purposes: 1) to reinforce the prior learning which occurs in the gold mining camp unit; 2) to involve eight-year-olds in the process of solving simulated economic…
Descriptors: Class Activities, Consumer Economics, Economics Education, Educational Games
Snider, John C.; Schroeder, Wayne L. – 1972
Microville is a simulation-game device which has proven its usefulness as a functional instructional instrument in the field of adult education. This study of Microville is concerned with the effectiveness and efficiency with which such a device might instruct adult education to analyze the program concept and to make those decisions which would…
Descriptors: Adult Education, Adult Educators, Adult Programs, Community Programs
Thomson, Carole; And Others – 1972
In this working paper which is being revised as part of a curriculum manual for later publication, the prevention and treatment of some classroom problems are summarized. Some guidelines are provided for teachers of preschool classes, dealing with the importance of consistent routines, of allowing the child a choice in his classroom work, and of…
Descriptors: Behavior Development, Behavior Problems, Class Activities, Educational Games
Hammond, Patricia, Ed.; Garfinkel, Alan, Ed. – 1972
Supplementary instructional materials developed by master teachers for use in foreign language classrooms are compiled in this booklet. The materials are intended for teachers of French, German, Spanish, and FLES. A wide variety of activities focusing on vocabulary development, grammar, conversational skills, and classroom games is included. (RL)
Descriptors: Class Activities, Classroom Techniques, Educational Games, FLES
Yelon, Stephen L.; Schmidt, William H. – 1972
A study to determine some conditions to be used to communicate desired instructional outcomes to students in order to produce learning was conducted. A commercial game called "Think-A-Dot" consisting of a series of flip-flops encased in plastic was employed as the learning task. Three independent variables were experimentally…
Descriptors: Academic Achievement, Anxiety, Behavioral Objectives, Cognitive Processes
Venezky, Richard L.; And Others – 1971
In the spring of 1971, an initial version of a program to teach selected prereading skills was tried out in three kindergartens. The three visual skills to be taught by the program were attending to letter order, letter orientation, and word detail. The sound skills to be taught were sound matching and sound blending. The program materials for…
Descriptors: Cognitive Development, Curriculum Development, Educational Games, Instructional Materials
Lemon, Judith – 1976
With television operating as an important socializing influence, children need to become critical consumers and they can be taught the necessary evaluative skills. Explicit discussion is seen as a means of developing awareness of various facets of TV programming, e.g., the relationship of reality to content, stereotyped images presented, any bias…
Descriptors: Aggression, Children, Commercial Television, Content Analysis
Lewis, J. Richard – 1975
The effectiveness of certain nonsimulation academic games in a gaming system called Teams-Games-Tournaments (TGT) was investigated as a method of teaching the skills of capitalization and punctuation. A sample of 138 eighth-grade students participated in an 18-day experiment comparing three teaching methods: gaming, in which students were taught…
Descriptors: Capitalization (Alphabetic), Educational Games, Educational Research, English Instruction
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DeVries, David L.; Slavin, Robert E. – 1976
This report describes a series of ten research experiments over a four-year period on the Teams-Games-Tournament (TGT) instructional process. Chapter I explores reward and task structures used in traditional classrooms, examining their benefits and liabilities, and concludes by proposing alternatives that might provide students with more…
Descriptors: Class Activities, Classroom Research, Educational Experience, Educational Games
Peer reviewed Peer reviewed
Herron, J. Dudley, Ed. – Journal of Chemical Education, 1976
Describes two secondary-level classroom games designed to teach the balancing of chemical equations and the principles of chemical bonding. (MLH)
Descriptors: Chemical Bonding, Chemical Reactions, Chemistry, Class Activities
Huber, Herbert; And Others – Francais dans le Monde, 1979
This section discusses ways to teach the use of "ne...que,""seulement," and "seul,"; describes a "find the mistakes" game that can be used to stimulate discussion; suggests the telegram as a pedagogical tool; and provides novel ideas for using commercial advertising for language exercises. (AM)
Descriptors: Adverbs, Class Activities, Educational Games, Educational Media
Krulik, Stephen; Wilderman, Ann – Teacher, 1977
Some dos and don'ts and whys and hows for math games in the classroom. (Editor)
Descriptors: Basic Skills, Educational Games, Elementary Education, Elementary School Mathematics
Learning, 1977
This issue is devoted to articles describing education games in language arts, social studies, science, reading, and mathematics for the use of the elementary classroom teacher. (JD)
Descriptors: Class Activities, Educational Games, Elementary Education, Language Arts
Peer reviewed Peer reviewed
Merrett, Frank; Wheldall, Kevin – Educational Review, 1978
Tests the hypotheses that a classroom teacher can, with a minimum of assistance, apply a "game" contingency to control the maladaptive behaviors of students and that this could be applied without upsetting the informality of the classroom or the teacher's on-going instructional function. (Author/RK)
Descriptors: Behavior Change, Class Activities, Classroom Observation Techniques, Classroom Techniques
Peer reviewed Peer reviewed
Fantuzzo, John W.; And Others – American Journal of Mental Deficiency, 1986
A social skills training program, with the components of individualized performance standards, response-specific feedback, self-monitoring, and group rewards, was conducted with three mildly retarded black mothers identified as child maltreaters. The game contingencies effectively increased the mothers' ability to identify the most effective…
Descriptors: Behavior Change, Black Mothers, Child Abuse, Educational Games
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