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Did you mean games, looks?
Showing 1 to 15 of 18 results Save | Export
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Alfieri, Louis; Higashi, Ross; Shoop, Robin; Schunn, Christian D. – International Journal of STEM Education, 2015
Background: Robot-math is a term used to describe mathematics instruction centered on engineering, particularly robotics. This type of instruction seeks first to make the mathematics skills useful for robotics-centered challenges, and then to help students extend (transfer) those skills. A robot-math intervention was designed to target the…
Descriptors: Case Studies, Robotics, Mathematics Instruction, Engineering
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Hoffman, Bobby; Nadelson, Louis – Educational Technology Research and Development, 2010
A mixed methods design was used to identify factors associated with motivational engagement in video gaming. Self-report instruments were administered to 189 video game players to assess goal orientations, affect, need for cognition, and perceptions of engagement and flow. Simultaneously, a sub-set of 25 participants were interviewed and results…
Descriptors: Video Games, Motivation, Goal Orientation, Use Studies
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Rich, Wilbur C. – Education Next, 2008
Many school choice enthusiasts think school choice legislation can be passed if only a number of minority political leaders can be won to the cause. Polls show that African Americans are among the strongest supporters of vouchers, tax credits, and charter schools. If minority leaders can be weaned away from traditional alliances, the underlying…
Descriptors: African Americans, Charter Schools, Private Schools, Tax Credits
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Mahy, Caitlin E. V.; Moses, Louis J. – Cognitive Development, 2011
The current study examined the role of executive functioning (EF) in children's prospective memory (PM) by assessing the effect of delay and number of intentions to-be-remembered on PM, as well as relations between PM and EF. Ninety-six 4-, 5-, and 6-year-olds completed a PM task and two executive function tasks. The PM task required children to…
Descriptors: Intention, Young Children, Age Differences, Short Term Memory
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Doerr, Neriko Musha; Suarez, Richard – Educational Studies: Journal of the American Educational Studies Association, 2018
This article investigates how the use of the term "immersion" to describe one's experience abroad performatively interpellates individuals and reproduces power relations. A collaboration between an anthropologist (Doerr) and a study-abroad student (Suarez), it analyzes the student's interpretation of three types of experience he had in…
Descriptors: Study Abroad, Identification, Immigrants, Power Structure
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Zähringer, Raphael – Children's Literature in Education, 2017
This article explores the functions of paratextual and intra-textual pirate treasure maps in works of literature for children and young adults. Based on an examination of how the indexical X that "marks the spot" operates as the focal point of the semiotic endeavours of treasure maps, the article outlines the fragile stance of maps…
Descriptors: Maps, Childrens Literature, Adolescent Literature, Teaching Methods
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Flint, Jenny; Morris, Madison; Nguyen, An Thi; Keglovits, Marian; Somerville, Emily Kling; Hu, Yi-Ling; Stark, Susan L. – American Journal of Health Education, 2020
Background: Fall prevention education can increase knowledge of fall risks and promote behavior changes to help reduce the incidence of falls among older adults. Fall Prevention Bingo (FPB) was created as an engaging tool to deliver fall prevention education to older adults. Purpose: To evaluate the effects of FPB on older adults' knowledge of…
Descriptors: Health Promotion, Knowledge Level, Risk Management, Readiness
Malandain, Jean-Louis – Francais dans le Monde, 1996
Electronic games are proposed as a means for encouraging students of French to learn and use the language while solving problems. A computerized card game and mine-removal game are offered as illustration of the language skills and vocabulary that can be developed and the appeal that such exercises can have for students. (MSE)
Descriptors: Classroom Techniques, Computer Software, Electronic Equipment, French
Calvet, Louis-Jean – Francais dans le Monde, 1980
Discusses the use of word games, particularly puns, tongue twisters, and spoonerisms, in the French classroom. (AM)
Descriptors: Educational Games, Expressive Language, French, Humor
Bowers, Louis – Journal of Physical Education and Recreation, 1979
In view of the developmental value of children's play activity, playground equipment should be constructed of high quality material and should be designed with the child's maximum total growth in mind. (LH)
Descriptors: Child Development, Childrens Games, Cognitive Development, Educational Specifications
Begioni, Louis; And Others – Francais dans le Monde, 1991
Four ideas for use in the French language classroom are presented, including a card game about regional France; activities using tape recorders and music to improve oral reading; a true-false quiz about food to develop vocabulary and comprehension; and an exercise in deciphering French using a bad copy of a document. (MSE)
Descriptors: Class Activities, Classroom Techniques, Food, French
Morrell, Louis R. – AGB Reports, 1990
Faced with deteriorating physical plants, a need for new facilities, and a shortage of financial aid funds, colleges and universities have become players in a debt-financing game, which can hasten the organization's demise. The board must ensure that today's securities do not become tomorrow's junk bonds. (Author/MSE)
Descriptors: College Planning, Debt (Financial), Educational Finance, Governance
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Gilbert, Lisa – Social Studies and the Young Learner, 2014
Tackling challenging topics in history can be difficult, and sometimes teachers struggle to find age-appropriate ways to help students confront painful stories from the past. About four years ago, this author spearheaded a focus group with the purpose of taking on such a challenge. In the initial meetings, members of the group (four educators from…
Descriptors: Social Studies, Slavery, History Instruction, Teaching Methods
Timbal-Doclaux, Louis; And Others – Francais dans le Monde, 1994
Four activities for classroom French instruction are described: a board game for children's vocabulary development; a sentence and dialogue construction exercise using comic strips (existing or student-made); a discussion of the treatment of the notion of "event" in different journalistic contexts; and an exercise in debating skills and language.…
Descriptors: Audiotape Recordings, Children, Class Activities, Classroom Techniques
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Riniolo, Todd C.; Schmidt, Louis A. – Teaching of Psychology, 1999
Describes a classroom demonstration called the Gambler's Fallacy where students in an introductory psychology statistics class participate in simulated gambling using weekly results from professional football game outcomes over a 10 week period. Explains that the demonstration illustrates that random processes do not self-correct and statistical…
Descriptors: Educational Strategies, Football, Higher Education, Prediction
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