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Terry, Steven, Jr. – Georgia Social Science Journal, 1990
Explains a class project in which high school seniors designed a "Trivial Pursuit" game focused on the Civil War. Students developed questions in chronological categories then divided into teams to play the game. Stresses student involvement and active learning while creating and playing the game. Includes sample game card and references…
Descriptors: Civil War (United States), Class Activities, Cooperative Learning, Educational Games
Kloza, Brad – Instructor, 2000
Presents a collection of computer software programs designed to spark learning enthusiasm at every grade level and across the curriculum. They include Reader Rabbit's Learn to Read, Spelling Power, Mind Twister Math, Community Construction Kit, Breaking the Code, Encarta Africana 2000, Virtual Serengeti, Operation: Frog (Deluxe), and My First…
Descriptors: Beginning Reading, Class Activities, Computer Games, Computer Software
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Kirk, James J. – Simulation & Gaming, 2004
The author's gaming-simulation course at Western Carolina University has been 30 years in the making. Its structure, content, and instructional methods are heavily influenced by the author's professorial aspirations and experience in the use of simulations. In this brief article, the author shares some of his early use of educational games and…
Descriptors: Educational Games, Simulation, Computer Games, Instructional Design
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Shirai, Hiroaki; Tanabu, Motonari; Terano, Takao; Kuno, Yasushi; Suzuki, Hisatoshi; Tsuda, Kazuhiko – Simulation & Gaming, 2003
This article describes the authors' experience of developing a business gaming course for business people in Japan. The course that was developed consists of (a) simple gaming experiments among multiple students using ALEXANDER ISLANDS, a tiny business game on the World Wide Web; (b) lectures to make the students understand the core concepts of…
Descriptors: Business Administration Education, Foreign Countries, Games, Computer Games
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Hinrichs, Randy – European Journal of Engineering Education, 2004
The sweet spot for the use of technology in education may clearly be that software personalizes the learning experience, connects all the components and emancipates publication for targeted and effective interaction. In the future, no one owns content as an end product. It is molecular at its origin. MIT will give away their content for free,…
Descriptors: Lifelong Learning, Educational Objectives, Influence of Technology, Technology Uses in Education
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Scarlatos, Lori L. – Interactive Technology and Smart Education, 2006
Educators recognize that group work and physical involvement with learning materials can greatly enhance the understanding and retention of difficult concepts. As a result, math manipulatives--such as pattern blocks and number lines--have increasingly been making their way into classrooms and children's museums. Yet without the constant guidance…
Descriptors: Museums, Mathematical Concepts, Mathematics Instruction, Problem Solving
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Lu, Chun-Hung; Wu, Chia-Wei; Wu, Shih-Hung; Chiou, Guey-Fa; Hsu, Wen-Lian – Educational Technology & Society, 2005
This paper presents a new model for simulating procedural knowledge in the problem solving process with our ontological system, InfoMap. The method divides procedural knowledge into two parts: process control and action performer. By adopting InfoMap, we hope to help teachers construct curricula (declarative knowledge) and teaching strategies by…
Descriptors: Problem Solving, Teaching Methods, Models, Educational Games
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Culp, Brian – Strategies: A Journal for Physical and Sport Educators, 2006
As the 21st century has arrived, it is evident that our global society has become more diverse. In order to keep up with the changes in society and the numerous experiences that are brought to educational classes by students, physical educators need to know how to meet the needs of their students. This article discusses issues that educators…
Descriptors: Classroom Techniques, American Indians, Hispanic Americans, Student Diversity
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Connolly, Thomas; Stanfield, Mark – Journal of Information Technology Education, 2006
The contributions of this research center on two major areas: delineation of a new model of distance education in which the authors identify three generations of eLearning; and examination of how eLearning and games-based eLearning technologies can be used to enrich the Information Systems (IS) learning experiences of students with different…
Descriptors: Higher Education, Educational Technology, Learning Experience, Teaching Methods
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Morgan, A. E.; Kennewell, S. E. – Technology, Pedagogy and Education, 2006
It is a challenge for teacher educators to develop innovative pedagogical practices amongst initial teacher education (ITE) students when much of their learning is gained in schools where practice is slow to change. This paper examines two such practices which are currently being promoted through government policy for children's education in…
Descriptors: Play, Foreign Countries, Teaching Methods, Teacher Education Programs
Redleaf, Rhoda – 1996
Designed as a resource for teachers and parents, this guide contains activities to help children in primary grades learn from walks and field trips. Chapter 1, "Experience and Learning," discusses general information about how young children learn and the contribution of field trips to children's perception, language, memory, and logical…
Descriptors: Books, Childrens Literature, Community, Curriculum Guides
Wilkie, Carolyn, Ed. – 1996
This publication contains seven peer-reviewed papers from a conference on college developmental education with the theme of student success. The papers are: (1) "Reversing the Academic Probation Dilemma" by John Foreman and Nancy Ann Rossi on programming for students on academic probation; (2) "Reading and Writing: Tools for Problem…
Descriptors: Academic Probation, Basic Skills, Basic Writing, Class Activities
De Par en Par, 1995
This document consists of two issues (1995) of a Spanish-Embassy publication to aid teachers of the Spanish language in elementary and middle schools, with classroom activities and lesson plans. Each issue is illustrated with photographs, maps, and drawings, and each concentrates on a particular topic. Issue number 8 concerns art; issue number 9…
Descriptors: Art Activities, Bilingual Education, Childrens Games, Class Activities
Cumming, James A., Ed. – 1994
The four games in this booklet are designed to stimulate critical thinking about the effects of structural and cultural issues on society and on the process of social change. The first and original game, "The Growth Game," gives participants a hands-on experience with the basic theoretical constructs of a Marxian critique of the mainstream tenets…
Descriptors: Critical Thinking, Developing Nations, Disadvantaged Environment, Economically Disadvantaged
Ely, Donald P. – 1995
This paper examines how, why, and by whom technology is being used in schools. Educational technology is defined as the systematic design and use of hardware and software to achieve specific objectives. Recent studies indicate that the most frequent location of computers in schools is in the administrative office; second is in the library media…
Descriptors: Computer Uses in Education, Educational Games, Educational Research, Educational Technology
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