NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 54 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Threatt, Ashley S.; Simonton, Kelly L.; Layne, Todd E. – Journal of Physical Education, Recreation & Dance, 2022
The purpose of this article was to reemphasize the importance of evidence-based instruction models, specifically the hybrid model called the Sport Education Tactical Games Model (SETGM). In addition to rehashing the importance of models-based approaches for student learning and motivation, we apply the approach by laying out the building blocks…
Descriptors: Physical Education, Athletics, Evidence Based Practice, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Zoder-Martell, Kimberly A.; Floress, Margaret T.; Skriba, Heather A.; Taber, Traci A. – Intervention in School and Clinic, 2023
Classroom management systems (CMS) are class-wide strategies that teachers use to keep students on task, attentive, and academically engaged. This review provides teachers an overview of eight effective and socially valid CMSs that are aligned with school-wide positive behavior interventions and supports (SWPBIS). The goal is to provide teachers…
Descriptors: Classroom Techniques, Student Behavior, Behavior Problems, Intervention
Alexander, James A.; Cruz, Laura E.; Torrence, Michael L. – IDEA Center, Inc., 2019
"Gamification" is often (incorrectly) assumed to mean using games in the classroom, but its primary purpose is to integrate differentiated strategies of motivation and engagement into a number of activities, including teaching and learning. The authors synthesize research and practice in the field of gamification (also called gamified,…
Descriptors: Learner Engagement, Student Motivation, Games, Learning Activities
Peer reviewed Peer reviewed
Direct linkDirect link
Brooks, Collin; McMullen, Jaimie – Strategies: A Journal for Physical and Sport Educators, 2021
The aim of this paper is to provide strategies for coaches to improve their ability to implement goal setting practices with groups or teams. First, an overview of effective goal setting practices is provided. Next, a three-step goal setting system is introduced to assist when setting goals with teams. Concrete examples from a variety of different…
Descriptors: Goal Orientation, Physical Education, Learner Engagement, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Hanson, Amber Hall; Barney, David – Strategies: A Journal for Physical and Sport Educators, 2018
Physical educators are constantly looking for new ideas and activities that will quickly grab the interest of their students. 9 Square in the Air is a game that does just this. The game was developed as a way to integrate students who enjoy volleyball and those who like Four Square. 9 Square in the Air provides the opportunity for students to use…
Descriptors: Physical Education, Learning Activities, Student Motivation, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Mulcahy, Colm; Goetz, Albert – Mathematics Teacher, 2014
This article begins with three brain teasers, and the answers, provided at the end of the article, may prove surprising. Figuring out why they are correct leads the reader to delightful "aha" moments. The kinds of "aha!" moments that result from solving these challenges for yourself were held in high estimation by the person…
Descriptors: Mathematics Instruction, Teaching Methods, Problem Solving, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris – Journal of Educational Technology Systems, 2017
We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…
Descriptors: Teaching Methods, Learner Engagement, Cooperative Learning, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Leavy, Aisling; Hourigan, Mairéad – Teaching Statistics: An International Journal for Teachers, 2015
We describe how the use of a games environment combined with technology supports upper primary children in engaging with a concept traditionally considered too advanced for the primary classes: "The Law of Large Numbers."
Descriptors: Elementary School Mathematics, Statistics, Probability, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Henninger, Mary L.; Richardson, Karen Pagnano – Strategies: A Journal for Physical and Sport Educators, 2016
Promoting student engagement for all students in physical education, and specifically in game play, is a challenge faced by many middle and high school physical education teachers. Often, the games we play in physical education are not "good games" because, as early as middle school, some students are already resistant to playing…
Descriptors: Physical Education, Games, Play, Student Experience
Peer reviewed Peer reviewed
Direct linkDirect link
Rudella, Jennifer L.; Butz, Jennifer V. – Journal of Physical Education, Recreation & Dance, 2015
Due to the growing obesity epidemic in the United States, educators must consider new ways to increase physical activity in an effort to address obesity. There are a variety of ways educators can increase physical activity in the classroom, and exergames--video games that require physical movement in order to play--are a modern-day approach to…
Descriptors: Obesity, Physical Activities, Physical Activity Level, Exercise
Peer reviewed Peer reviewed
Direct linkDirect link
Witte, Anne E. – Business and Professional Communication Quarterly, 2014
One business school addressed the "zeitgeist" of the financial crisis by introducing in its inaugural seminar the cultural and ethical values too often absent from the types of transactions students are trained to manage. Drawing from cross-cultural and communication studies, the author tested "serious games"--cultural…
Descriptors: Business Administration Education, Seminars, Games, Cooperation
Dillon, Sukhjit; Ollerton, Mike; Plant, Sarah Jayne – Mathematics Teaching, 2012
Playing games in the mathematics classroom has seemingly become unfashionable. Is it that games suddenly are regarded as "lacking in purpose"? Maybe games are seen as incompatible with the "lesson plan and objectives"? Or is it that games and learning are not two words that are expected to appear in the same sentence? Prepare for the mythology…
Descriptors: Learning Strategies, Games, Mathematics Instruction, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Mastilak, Christian – Journal of Education for Business, 2012
Millennial students often possess characteristics at odds with typical lecture-based approaches to introductory accounting courses. The author introduces an approach for reaching millennial students early in introductory accounting courses in ways that fit millennials' characteristics. This article describes the use of the board game Monopoly[R]…
Descriptors: Socialization, Accounting, Introductory Courses, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Brown, Katherine B.; Hughes, Abby J.; Crowder, Isabelle G.; Brown, Philip M. – Gifted Child Today, 2015
As the National Middle School Association wrote, "No other age level is of more enduring importance because the determinants of one's behavior as an adult, self concept, learning interests and skills, and values largely are formed in this period of life." During this influential time in the lives of gifted adolescents, it is important to…
Descriptors: Middle School Students, Middle School Teachers, Teaching Methods, Academically Gifted
Peer reviewed Peer reviewed
Direct linkDirect link
Pearson, Quinn M.; Townsend, Karen M. – Journal of Creativity in Mental Health, 2012
"Psych-Out" is a team-based game designed to motivate graduate counseling students to study diagnostic symptoms and related interventions associated with reading assignments. At least 83% of students agreed or strongly agreed that the game contributed to their enjoyment of the class, increased their motivation to study for class, and contributed…
Descriptors: Student Evaluation, Course Content, Reading Assignments, Counselor Training
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4