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Full-Text Articles in Education
Letter Dice, Jock Gunter, James Hoxeng, Amparo Borja
Letter Dice, Jock Gunter, James Hoxeng, Amparo Borja
Technical Notes
Summary: The player tosses eleven wooden dice, each face of which contains a letter. The letters showing are arranged and rearranged to assemble words. The aim is to develop fluency with the spelling of words, and to increase active and passive vocabulary.
Number Bingo, Jock Gunter, Patrico Barriga, James Hoxeng
Number Bingo, Jock Gunter, Patrico Barriga, James Hoxeng
Technical Notes
Summary: Addition and multiplication bingo promote fluency with number symbols and arithmetic operations. The leader calls out a problem, the learners seek the answer on their boards, placing a bean on the square containing the answer. The player first completing a row wins. Beginners concentrate on associating what they see with what they hear. Others learn new operations. Advanced students work for speed in computation.
Math Fluency Games, Jock Gunter
Math Fluency Games, Jock Gunter
Technical Notes
Summary: Math Fluency games are simple inexpensive devices designed to offer practice in the component skills necessary for performing arithmetic operations. In this note a variety of fluency techniques are discussed.
Tabacundo: Battery-Powered Dialogue, James Hoxeng, Alberto Ochoa, Valerie Ickis
Tabacundo: Battery-Powered Dialogue, James Hoxeng, Alberto Ochoa, Valerie Ickis
Technical Notes
Summary: The purpose of this technical note is to describe and analyze the impact of cassette tape recorders as a feedback and programming technique in a rural radio school program. It describes their introduction into the Radio Mensaje Program in Tabacundo, Ecuador, and examines effects of their utilization.
Letter Fluency Games, Jock Gunter
Letter Fluency Games, Jock Gunter
Technical Notes
Summary: Letter Fluency games are simple, inexpensive devices designed to offer practice in the component skills necessary for literacy. In this note a variety of fluency techniques are discussed.
Hacienda, James Hoxeng
Hacienda, James Hoxeng
Technical Notes
Summary: Hacienda is the first simulation/game produced for use on the Ecuador project. It attempts to replicate certain important aspects of rural life in the sierra region of Ecuador. This note not only describes the game and its operation, but attempts to trace the impact the game has on those rural people who have played it.
Ashton-Warner Literacy Method, Jock Gunter, James Hoxeng, Enrique Tasiguano
Ashton-Warner Literacy Method, Jock Gunter, James Hoxeng, Enrique Tasiguano
Technical Notes
Summary: Developed by Sylvia Ashton-Warner for teaching Maori children in New Zealand, this literacy method allows the learner to approach written culture on his own terms. Rather than using a text, learners are taught words important to their lives, and encouraged to write sentences and stories which are shared with the other learners.
The Ecuador Project, David R. Evans, James Hoxeng
The Ecuador Project, David R. Evans, James Hoxeng
Technical Notes
Summary: The background of the project and the basic philosophy are outlined. Criteria used in generating non-formal educational matierlas are discussed and the three classes of materials currently in use are described. Approaches to the distribution and use of the materials by a network of complimentary organizations are analyzed.
Market Rummy, Patricia Burke, Jock Gunter, William A. Smith
Market Rummy, Patricia Burke, Jock Gunter, William A. Smith
Technical Notes
Summary: Product cards contain pictures, unit prices, and number of units of a market commodity. Money cards represent bills and coins. Players attempt to combinations of money cards with combinations of product cards to develop skill with market mathematics, and with the concept of unit prices.
ConcientizacaƵ And Simulation Games, William A. Smith
ConcientizacaƵ And Simulation Games, William A. Smith
Technical Notes
Summary: This note briefly reviews certain aspects of the philosophy of Paulo Freire and relates them to the instructional methodology of simulation/gaming. The author attempts to show how simulation/games can be used to support many of Freire's concepts by promoting a student-educator relationship based upon mutuality, by placing emphasis on complex social reality as the legitimate content of education, and by increasing the student's opportunity to participate actively in the learning process.