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Williams, Robert H.; And Others – Simulation and Games, 1986
Study designed to determine which version of a game developed in strict compliance with competing models of incentive and dissonance would be more effective in producing attitude change found that results were similar in the experimental groups. Similarity is attributed to sense of identification with simulation characters reported by subjects.…
Descriptors: Analysis of Variance, Attitude Change, Educational Games, Educational Research
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Ernest, Paul – Mathematics in School, 1986
Why games should be used in mathematics classes is discussed. Their advantages and use in teaching mathematics effectively are emphasized: to practice skills, to develop concepts, to build problem-solving strategies, and to motivate. (MNS)
Descriptors: Educational Games, Educational Philosophy, Educational Research, Elementary School Mathematics
Banerjee, Abhijit; Cole, Shawn; Duflo, Esther; Linden, Leigh – National Bureau of Economic Research, 2005
Many efforts to improve school quality by adding school resources have proven to be ineffective. This paper presents the results of two experiments conducted in Mumbai and Vadodara, India, designed to evaluate ways to improve the quality of education in urban slums. A remedial education program hired young women from the community to teach basic…
Descriptors: Foreign Countries, Slums, Urban Schools, Literacy Education
Din, Feng S.; Caleo, Josephine – 2000
This study investigated whether kindergarten students who played Sony Play Station (Lightspan) computer games learned better than peers who did not play such games. Participants were 47 African-American kindergartners from two classes of an urban school in the Northeast. A pretest and posttest with control group design was used in the study. The…
Descriptors: Academic Achievement, Black Students, Comparative Analysis, Computer Assisted Instruction
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McCormack, Alan J. – American Biology Teacher, 1982
Scientific challenges are presented to motivate secondary and college students in creative thinking and scientific problem solving. Student solutions to the "Create-a-Creature" challenge are presented and six new challenges are issued. (PEB)
Descriptors: Biology, College Science, Creative Activities, Creative Thinking
Paine, Carolyn – Learning, 1982
Exemplary teaching aids--games, workbooks, student and teacher resource books, reading materials, and records--are recommended by subject area and grade level. Materials include an ice cream cone game for mathematics, a "Life Skills Reading" book on telephone usage, a "Dictionary of Recent American History," and many other items. (PP)
Descriptors: Audiovisual Aids, Educational Games, Educational Resources, Elementary Education
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School Science Review, 1982
Presents procedures, experiments, demonstrations, teaching suggestions, and information on a variety of chemistry topics including, for example, inert gases, light-induced reactions, calculators, identification of substituted acetophenones, the elements, analysis of copper minerals, extraction of metallic strontium, equilibrium, halogens, and…
Descriptors: Chemistry, College Science, Demonstrations (Educational), Educational Games
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Journal of Reading, 1982
Offers suggestions on how to ask questions in a teacher/student reading conference, promote professional growth through the use of reading journals, produce a newspaper as a final examination, use modern music to teach reading and writing, and use content area textbooks to teach reading skills. (FL)
Descriptors: Content Area Reading, Critical Thinking, Educational Games, Learning Activities
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School Science Review, 1981
Outlines a variety of laboratory procedures, demonstrations, and classroom materials including a three dimensional, moveable cardboard model of the rib cage and diaphragm; a polyphenal oxidase experiment; ringing experiment using Impatiens; enzyme rummy game; and leaf impressions. (DS)
Descriptors: Biology, College Science, Educational Games, Higher Education
Hasell, Jo – Journal of Architectural Education, 1979
Because of the complexity of large-scale projects, teams of experts have become the new designers of the built environment, with clients, decision makers, and buildings' users demanding inclusion in these teams. The Grand Frame Game is described as a technique for including people in decision making. (MLW)
Descriptors: Architectural Education, Architecture, Communication (Thought Transfer), Community Involvement
Taylor, Greg; And Others – Learning & Leading with Technology, 1997
Teachers can use the World Wide Web to create multimedia foreign language activities without expensive software. Describes and includes a lesson plan for a mystery game suitable for high school advanced placement or intermediate university Spanish students requiring students to work together solving clues and writing short compositions. Includes…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Educational Games, Higher Education
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Cox, Allen C. – Social Education, 1997
Describes an educational game designed to help students (fourth grade through adult) understand how financial markets work within the free enterprise system and how the basic economic principles impact the stock market. Discusses the paper and Internet versions of the game and provides some teaching guidelines. (MJP)
Descriptors: Business Cycles, Computer Uses in Education, Economics, Economics Education
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Reys, Barbara J.; Wasman, Deanna G. – Mathematics Teaching in the Middle School, 1998
Describes a mathematics fair prepared by the University of Missouri Mathematics Teachers Organization (UM2TO) which includes games involving numbers and computation, logic puzzles, geometry and spatial-visualization exploration, and probability and statistics activities. Presents tips for developing a mathematics fair. (ASK)
Descriptors: Educational Games, Elementary Education, Elementary School Mathematics, Geometry
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Le, Van; And Others – TESOL Journal, 1996
Discusses ways to improve the learning experience in English-as-a-Second-Language classes. These include interacting with others, discussions of interesting subjects, playing games with a pronunciation focus, communicating over the computer with native speakers and establishing analytical and comprehensible grading criteria. (Three references) (CK)
Descriptors: Class Activities, Communication (Thought Transfer), Educational Games, Electronic Mail
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Wirth, Lori A.; Breiner, Judy – Journal of School Health, 1997
Describes how to teach secondary students about human reproduction using the game "Jeopardy." Students respond to five categories of questions about reproduction, receiving points for correct answers. This encourages students' full participation in learning, allows students to integrate concepts, and reinforces the idea that learning can…
Descriptors: Anatomy, Class Activities, Educational Games, Health Education
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