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Gremmen, Hans; Potters, Jan – Journal of Economic Education, 1997
Presents the results of a study that measured the efficacy of an international economics simulation among undergraduates. The simulation consisted of a macroeconomics game where students develop economic policies for four hypothetical countries. A multiple choice test and posttest questionnaire suggests that classroom games are more effective than…
Descriptors: Comprehension, Economics Education, Educational Games, Fundamental Concepts
Clark, Farland – Teaching Pre K-8, 1997
Describes an innovative approach, for fourth graders who were reviewing mathematics for the Texas Assessment of Academic Skills (TAAS) test, called the TAAS Olympics. Provides guidelines for the program format, preparation, team creation, and score keeping. Highlights specific skills transferable between the games and test taking. (SD)
Descriptors: Class Activities, Educational Games, Educational Testing, Elementary Education
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Lyons, Adrian – Economics, 1990
Offers a microeconomics crossword puzzle aimed at helping upper sixth year students prepare for the Advanced Level examination. Presents the puzzle as a useful tool to stimulate class discussion and to test students' facility with economic language and concepts. (CH)
Descriptors: College Entrance Examinations, College Preparation, Economics Education, Educational Games
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Ahmad, Paula – School Arts, 1989
Recommends the use of visual art games to organize learning for short time periods. Outlines strategies for seven visual art games adaptable for most age and skill levels. Based on familiar games such as "I-Spy" or "Bingo," these activities deal with artistic terms or concepts, artists, artworks, and art history. (LS)
Descriptors: Art Activities, Art Education, Art Expression, Art History
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Cope, Karen E. – Social Studies Journal, 1989
Describes a four week simulation of the U.S. Constitutional Convention in which ninth grade students use problem-solving and decision-making skills to debate the issues of the convention. Students are assigned identities and interest areas to stimulate the writing of a class constitution which is then compared with the U.S. Constitution. (LS)
Descriptors: Constitutional History, Debate, Decision Making, Educational Games
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Ahmad, Paula – School Arts, 1989
Recommends the use of visual art games to introduce art units and stimulate student interest. Outlines strategies for 10 visual art games adaptable for most age and skill levels. Based on familiar games such as "tic-tac-toe" or "hangman," these activities deal with artists, artistic skills or concepts, and art history. (LS)
Descriptors: Art Activities, Art Education, Art Expression, Art History
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Ferguson, Jim – Social Studies, 1989
Describes a project undertaken by a fourth grade class (Columbus, Indiana) to develop a computer game about Indiana history. Advocates using computing across the curriculum in a manner similar to the writing across the curriculum project. Provides a step by step guide to the development of the game. (KO)
Descriptors: Class Activities, Classroom Techniques, Computer Assisted Instruction, Educational Games
Studabaker, Anne – PC/Computing, 1988
Describes three IBM compatible French language software packages: (1) "Ticket to Paris," a tourist searches for his cousin answering questions on culture, language, history, art, banking, and shopping; (2) "La Guillotine," a French version of the hangman game; and (3) "Bataille de Mots," tutors on 450 French nouns,…
Descriptors: Computer Software, Computer Software Reviews, Computer Uses in Education, Courseware
Reissman, Rose – Learning & Leading with Technology, 1996
Discusses the use of fortune cookie fortunes in a middle school class combined with computer graphics, desktop publishing, and word processing technology to create writing assignments, games, and discussions. Topics include cultural contexts, and students creating their own fortunes. (LRW)
Descriptors: Chinese Culture, Computer Graphics, Computer Uses in Education, Cultural Context
Kepler, Lynne; And Others – Instructor, 1995
Elementary across-the-curriculum ideas include hands-on science activities that investigate animal survival, civics education via bicycle safety instruction, writing skills development by illumination, and math instruction by reading a story then solving problems. An end-of-the-year theme unit has students read poems then play related games. (SM)
Descriptors: Bicycling, Civics, Educational Games, Elementary Education
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Panov, Alexey – Quantum, 1992
The game "Pythagoras" is an adaptation of the tangram puzzle. Describes the process of finding all the possible convex polygons with seven sides to prove that the solution to a given puzzle shape of seven sides difficult to find was not possible. (MDH)
Descriptors: Cognitive Processes, Cognitive Style, Discovery Processes, Educational Games
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Falba, Christy J.; Weiss, Maria J. – Mathematics Teacher, 1991
Presented is an activity which shows how mathematics is used in real life and helps to establish a need for mathematics in students' futures. Adapted from a scavenger-hunt idea, this activity helps students to discover that almost every career makes use of mathematics. (KR)
Descriptors: Career Awareness, Educational Games, Intermediate Grades, Junior High Schools
Learning, 1992
Provides on-task activities to fill in unexpected extra moments in elementary classes. The activities require little preparation and take 5-15 minutes to complete. There are activities for math, language arts, social science, science, critical thinking, and computer. An outer space board game is also included. (SM)
Descriptors: Class Activities, Computer Assisted Instruction, Critical Thinking, Educational Games
Pulos, Steven; Sneider, Cary – Focus on Learning Problems in Mathematics, 1994
Presents guidelines for developing and evaluating games in mathematics, including a concrete example--coordinate geometry taught by the Rubber Bones game--and its evaluation using (n=52) seventh graders. Guidelines for development include analysis of the concepts and the learner, nature of learning, enjoyability, integration, and evaluation. (48…
Descriptors: Affective Measures, Educational Games, Elementary Secondary Education, Grade 7
Cummings, Alysa – Learning, 1991
Describes discovery learning, a teaching method that encourages students to use inductive reasoning. Students explore and experiment using the skill or idea being taught; they determine rules, make generalizations, and discover concepts. The teacher acts as coach, advisor, and reinforcer. A student page offers a discovery learning game on capital…
Descriptors: Capitalization (Alphabetic), Discovery Learning, Educational Games, Elementary Education
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