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Cotton, Eileen Giuffre – 2000
Presenting a wide array of Internet addresses and sample lessons, this fourth edition shows how teachers can integrate the Internet into their K-12 curriculum to actively involve students. The first section of the book (chapters 1-6) deals with the programs needed to use the Internet, as well as 100 great web sites for teachers, how to manage the…
Descriptors: Class Activities, Educational Games, Electronic Mail, Elementary Secondary Education
Discovery Communications, Inc., Bethesda, MD. – 2002
Based on Bram Stoker's novel "Dracula," this lesson plan presents activities designed to help students understand that some fictional literary characters become so famous that they enter popular culture in other forms (movies, games, toys); and that working on a product such as a game often demands collaborative effort. The main activity of the…
Descriptors: Characterization, Class Activities, Cooperative Learning, Educational Games
PDF pending restoration PDF pending restoration
Moreno, Roxana – 2002
This paper reviews a set of studies that examined what students learn in various virtual reality environments (VREs) designed to promote an understanding of environmental science. The goal of the reported studies was to provide an update to the classic distinction between the role of media versus method in promoting learning (Clark, 1999). Media…
Descriptors: Comparative Analysis, Computer Games, Educational Games, Educational Media
Draze, Dianne – 1997
This guide to a unit on a simulation game about the stock market contains an instructional text and two separate simulations. Through directed lessons and reproducible worksheets, the unit teaches students about business ownership, stock exchanges, benchmarks, commissions, why prices change, the logistics of buying and selling stocks, and how to…
Descriptors: Basic Business Education, Class Activities, Classroom Techniques, Consumer Education
Indiana Univ.-Purdue Univ., Indianapolis. – 2001
This CD-ROM is the second in a series of CDs allowing students to explore the trees and animals of the northern boreal forest. Using QuickTime Virtual Reality (QTVR), the Central Hardwood Virtual Forest is designed so that students are able to see views from inside the central hardwood forest and look up or down or spin around 360 degrees. The…
Descriptors: Computer Uses in Education, Educational Games, Elementary Secondary Education, Forestry
1997
This CD-ROM presents a computer game that introduces students to the world of archaeology through attempting to solve a mystery. It gives students the inside story on this fascinating science and contains five missions for solving the mystery, over 20 video sequences, a variety of activities, a glossary with 53 entries, over 40 photos, 20…
Descriptors: Archaeology, Computer Software, Computer Uses in Education, Educational Games
1999
This CD-ROM allows students to discover the key factors and major dates in the development of the science of chemistry. It includes 93 scientific concepts, 20 minutes of narration with animation, 14 interactive activities, an illustrated periodic table, a complete Portable Document Format (PDF) user guide, a dictionary explaining over 40 terms, a…
Descriptors: Chemistry, Computer Software, Computer Uses in Education, Educational Games
Peer reviewed Peer reviewed
De Vries, David L.; Edwards, Keith J. – American Educational Research Journal, 1973
The purpose of the present study was to examine the effects of a learning game, of student teams, and of the games-teams combination on classroom processes. (Author)
Descriptors: Class Activities, Classroom Environment, Classroom Research, Educational Games
Peer reviewed Peer reviewed
Pagni, David L. – Arithmetic Teacher, 1974
Descriptors: Algorithms, Class Activities, Educational Games, Elementary School Mathematics
Peer reviewed Peer reviewed
Rowan, Thomas E.; McKenzie, William G. – National Council of Teachers of Mathematics Yearbook, 1973
Specific examples of activities that have been effective in classrooms are described. (LS)
Descriptors: Class Activities, Educational Games, Experiential Learning, Geometric Concepts
Instructor, 1983
More than 50 starter ideas for social studies projects and units for the primary and intermediate grades are presented. These help develop children's skills in social studies, reading, handwriting, and language arts, and stir their interest in local history and government. Activities can be used for new projects or to enrich ongoing ones. (PP)
Descriptors: Activity Units, Educational Games, Enrichment Activities, Intermediate Grades
Edwards, Lois – AEDS Monitor, 1983
Discusses use of computer courseware in gifted programs, provides an overview of possibilities for using computers with gifted students, and reviews available courseware for drill and practice, tutorials, simulations, problem solving, and educational games, with particular reference to application for teaching higher level thinking skills.…
Descriptors: Academically Gifted, Computer Assisted Instruction, Computer Literacy, Computer Programs
Murphy, Brian J. – Creative Computing, 1983
Computer games and tutorials for young children are reviewed. These include mathematics and language games, alphabet and number/counting primers, music games, and an arcade game. Program name, format, language, current price, manufacturer, and description are provided for each program reviewed. (JN)
Descriptors: Alphabetizing Skills, Computation, Computer Programs, Drills (Practice)
Peer reviewed Peer reviewed
Meyer, Rosalind S.; Caldwell, Peter A. – Computers and Education, 1983
This case-study recounts an investigation of a barely literate 12-year-old boy and discusses some of the advantages of computer-assisted instruction for remedial aid--e.g., its impartiality, lack of emotional involvement, and instant and accurate feedback. The results may have implications for the slow undergraduate learner. (EAO)
Descriptors: Academic Failure, Computer Assisted Instruction, Computer Programs, Educational Games
Keller, Joan; Shanahan, Dolores – Computing Teacher, 1983
Describes work with kindergarten children to improve their development of estimation, decision making, divergent thinking, directionality, numerical concepts, and creative problem solving skills through learning to program and control the robot Big Trak, a truck which moves along the floor in response to their commands. (EAO)
Descriptors: Artificial Intelligence, Bionics, Decision Making, Divergent Thinking
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