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Showing 1 to 15 of 73 results Save | Export
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Zou, Bin, Ed.; Thomas, Michael, Ed. – IGI Global, 2018
Technology has become an integral part of our everyday lives. As today's teachers prepare to instruct a new generation of students, the question is no longer whether technology should be integrated into the classroom, but "how?" "The Handbook of Research on Integrating Technology Into Contemporary Language Learning and…
Descriptors: Technology Integration, Computer Assisted Instruction, Second Language Instruction, Second Language Learning
Kintsfather, David – Feedback, 1985
Describes "Mediaville Management Game," a role-playing simulation in which students write and produce spots, buy and sell time and space, and develop management skills. (PD)
Descriptors: Educational Games, Higher Education, Management Games, Role Playing
Morris, Donald N. – Simulation/Gaming, 1976
Description of an exercise in which students role play to develop empathy for people with survival problems in poorer nations and to understand the interdependent effects of consumer demand and consumption. (LS)
Descriptors: Educational Games, Elementary Secondary Education, Hunger, Role Playing
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Davis, Bruce E. – Journal of Geography, 1982
Intended for college level geography courses, this game simulates the division and trade of world resources. These resources include all essential tangible and intangible elements--e.g., food, energy, technology, and political concessions--that are negotiated or exchanged on world commercial and political markets. Instructions for designing game…
Descriptors: Educational Games, Geography Instruction, Higher Education, Resource Allocation
Strozier, Charles B. – Simulation/Gaming, 1977
The use of role playing in a college course titled "Psychological Perspectives on Nazi Germany" is described Student performances in various situations were videotaped and discussed afterwards. (BD)
Descriptors: Educational Games, Higher Education, History Instruction, Role Playing
Head Start of the Lehigh Valley, Bethlehem, PA. – 1983
SIMPAR, a simulation game designed to allow participants to play out assigned roles which parallel some of the real life aspects of parent-child relationships, is presented. SIMPAR is a game about workers (children) and foremen (parents) in a handicapped work setting in a company called PARLINK, Inc. The following topics are covered: (1) an…
Descriptors: Educational Games, Games, Parent Child Relationship, Parent Education
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Romanos, Michael – Simulation and Games, 1978
An experimental application of gaming technique in an undergraduate course in urban planning is described. Student response, which was generally favorable, is also discussed. (VT)
Descriptors: Case Studies, Educational Games, Role Playing, Simulation
Hannah, Larry – 1985
Designed to simulate a Senate committee hearing on software copyright laws, this role-playing game exposes students to a wide variety of viewpoints about software copying, including piracy. The game is structured to bring out as many points of view as possible; the goal of the simulation is exposure to these various points, not the final committee…
Descriptors: Computer Software, Copyrights, Educational Games, Federal Regulation
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Garman, E. Thomas – Clearing House, 1979
The advantages and disadvantages of simulations in consumer education are summarized and guidelines presented to teachers on developing their own games. Four specific game topics are suggested. (SJL)
Descriptors: Consumer Education, Educational Games, Guidelines, Learning Activities
Stoil, Michael J.; Lester, James P. – Teaching Political Science, 1979
Suggests a new typology for evaluating simulation games based on the extent to which participants' roles correspond to specific real-world equivalents. Application of the typology associates different simulation formats with characteristic teaching goals, learning processes, and administrative pitfalls. (Author)
Descriptors: Class Activities, Educational Games, Evaluation Methods, Higher Education
Bartling, Debra; Johnson, Barry P. – Man/Society/Technology, 1979
The authors discuss the use of classroom games to help students prepare for future realities through exploring values and assumptions about the present and the future. They describe several commercial games and suggest that teachers (and students) also design their own games. (MF)
Descriptors: Class Activities, Decision Making, Educational Games, Elementary Secondary Education
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Dearth, Susan; McKenzie, Leon – Journal of Continuing Education in Nursing, 1975
Descriptors: Educational Games, Health Occupations, Health Personnel, Medical Education
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Jones, Richard C. – Journal of Geography, 1978
Simulation game that involves high school or college students in developing a 5-year economic plan for a newly independent third world country. Role playing the members of a revolutionary junta, students weigh individual benefits against national and group benefits. Game involves one or more cycles of strategy formulation, open debate, and voting.…
Descriptors: Economics, Educational Games, Geography, Higher Education
Voelker, Pamela – Balance Sheet, 1977
The author suggests the use of simulation and role playing as a method of motivating students in business math. Examples of career-oriented business math simulation games are counting change, banking, payrolls, selling, and shopping. (MF)
Descriptors: Business Education, Educational Games, Mathematics Instruction, Motivation Techniques
Cheatham, Val R. – Teacher, 1976
Charts, games, role playing, stories, scientific devices and research projects are ways that a teacher helped his fifth graders to learn what to look for and where to look when exploring the sky. (Author/RK)
Descriptors: Astronomy, Curriculum, Educational Games, Guidelines
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