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Showing 631 to 645 of 818 results Save | Export
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Sinclair, Christina – Teaching Elementary Physical Education, 2004
When played in their standard form, striking/fielding games are often a favorite among elementary students; yet they allow for only limited participation, which is contradictory to quality physical education. This article presents a sequence of lessons leading to Batter's Choice, a modified striking/fielding game, designed to maximize the…
Descriptors: Teaching Models, Physical Education, Skill Development, Psychomotor Skills
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Turner, Adrian P. – Teaching Elementary Physical Education, 2004
This article presents activities for developing striking/fielding concepts in modified cricket games. Though not as familiar to American children, cricket is emerging as the second (to soccer) most popular game in the world. The novelty of the skills provides an appropriate learning challenge for all students while reinforcing concepts and…
Descriptors: Physical Education, Elementary School Students, Team Sports, Psychomotor Skills
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Jones, Michael A. – PRIMUS, 2003
In 1945, Bronislaw Knaster proposed a procedure to divide any number of indivisible goods between a finite number of players requiring the players to place monetary values or bids on all of the goods. Often discussed in math for liberal arts courses that concentrate on contemporary applications of mathematics for non-major students, Knaster's…
Descriptors: Advanced Students, Game Theory, Calculus, Liberal Arts
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Squire, Kurt – Educational Researcher, 2006
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Descriptors: Play, Educational Researchers, Video Games, Interactive Video
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Kuwabara, Ko – Social Forces, 2005
This article extends Simpson's (2003) research on sex differences in social dilemmas. To test the hypotheses that men defect in response to greed and women to fear, Simpson created Fear and Greed Dilemmas, but experiments using these games supported the greed hypothesis only. In this article I focus on why the fear hypothesis failed and suggest…
Descriptors: Fear, Gender Differences, Hypothesis Testing, Demonstration Programs
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Gee, J. P. – Innovate: Journal of Online Education, 2005
A good instructional game, like many good commercial games, should be built around what the author calls "authentic professionalism." In such games, skills, knowledge, and values are distributed between the virtual characters and the real-world player in a way that allows the player to experience first-hand how members of that profession think,…
Descriptors: Learning Theories, Video Games, Cognitive Psychology, Video Technology
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Gee, James Paul – E-Learning, 2005
This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on excellent methods for getting people to learn and to enjoy learning. The longer answer is more complex. Integral to this answer are the good principles of…
Descriptors: Video Games, Educational Games, Educational Principles, Computer System Design
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Scholder, Amy; Zimmerman, Eric – E-Learning, 2005
This article is excerpted, with the permission of the editors and the publishers, from an edited book published by Peter Lang Publishing in conjunction with Eyebeam (www.eyebeam.org), a not-for-profit new media arts organization in New York City. It reproduces one of the book's four organizing "modules"--Games as Exchange--which focuses on new…
Descriptors: Interpersonal Relationship, Interaction, Learning Modules, Educational Games
Collier, Catherine – 1996
This paper discusses the use of games, role playing, and simulation to teach English-as-a-Second-Language (ESL) learners, particularly to reinforce new knowledge or expand emerging knowledge and skills. An introductory section looks at game theory and the ways in which it can inform the construction of classroom activities. Distinctions are made…
Descriptors: Class Activities, Classroom Techniques, English (Second Language), Game Theory
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Fennessey, Gail M.; And Others – Simulation and Games, 1975
The article compares the relative effectiveness of teaching environmental education to high school students using conventional instruction, a simulation exercise, and a simulation game. (CD)
Descriptors: Conventional Instruction, Educational Games, Educational Media, Environmental Education
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Sigelman, Lee – Social Studies, 1974
The author discusses some disadvantages to simulation and gaming techniques. Instead he advocates and examines the educational advantages of student participation in real world field research. Included in the article is an example of a student attempting to live on the amount a person on welfare would receive. Further ideas for student field…
Descriptors: Educational Improvement, Field Experience Programs, Game Theory, Secondary Education
Taylor, John – 1985
Among various possible pedagogical approaches which favor the integration of an environmental dimension into educational processes, gaming and simulation seem particularly suitable to environmental education. Environmental games and simulations reproduce in a simplified and didactical manner the complex nature of concrete environmental problems.…
Descriptors: Conservation (Environment), Educational Games, Environmental Education, Game Theory
Pearce, W. Barnett – Speech Monographs, 1974
A concept of trust is presented which draws from game theory, credibility theories, and sensitivity training literatures. (CH)
Descriptors: Cognitive Processes, Communication (Thought Transfer), Credibility, Game Theory
McTavish, Jeanne – 1976
This paper begins by reviewing previous research concerning the external validity of mixed-motive games as models of international conflict, interpersonal behavior, and behavior in large-scale social dilemmas. Two further experiments are then described, both of which cast further doubt upon the usefulness of such games as models of any real-world…
Descriptors: Behavior Theories, Correlation, Game Theory, Group Activities
Emery, James C.; And Others – 1976
The Simulation and Gaming Project for Inter-Institutional Computer Networking is a joint effort on the part of EDUCOM and 18 participating institutions to investigate the role that computing networks might play in higher education and research. Central to the project is the development of a computer simulation model of a possible national network,…
Descriptors: Computer Oriented Programs, Educational Research, Futures (of Society), Game Theory
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