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There is a useful place for educational games and creative activities in the classroom if a teacher is willing to be selective in the type and utilization of such experiences. The following checklist and annotated resources are intended for those who use such experiences to 1) reinforce existing or newly taught skills or concepts; 2) improve social interactions among youngsters; 3) provide circumstances for student-directed learning; and 4) bring an enjoyable alternative to learning in the classroom.

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