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Madeline Quasebarth; Jessica Wilks; Yul Ailea Stites; Sophie Knifton; Vanya Manthena; Robin Michelle Cogdell; Mason Arrington; Patrick Jagoda – American Journal of Play, 2025
The authors describe Hexacago Health Academy (HHA) 2.0, a five-year summer intervention designed to increase interest in science, technology, engineering, and mathematics (STEM) among mostly Black high school students in Chicago. The program features public health fundamentals and game design using principles of systems thinking, social-cognitive…
Descriptors: STEM Education, Summer Programs, High School Students, Games
Coté, Murray J.; Smith, Marlene A. – Decision Sciences Journal of Innovative Education, 2022
Popular game shows offer educators the opportunity to develop active-learning exercises that provide students with a real-world connection to analytical reasoning and methods. We describe a classroom assignment developed for quantitative business courses based on the Monty Hall Problem (MHP), a probability puzzle with ties to the long-running…
Descriptors: Experiential Learning, Business Administration Education, Probability, Games
Conner, Christopher T.; Baxter, Nicholas M. – Teaching Sociology, 2022
In this article, we report on the implementation of using the game Werewolf as a student-centered applied-learning activity to teach symbolic interaction theory and concepts. Engaging with symbolic interaction theory can be a powerful experience for students due to its potential to challenge taken-for-granted assumptions and analyze students'…
Descriptors: Games, Role Playing, Student Centered Learning, Undergraduate Students
Flandin, Simon, Ed.; Vidal-Gomel, Christine, Ed.; Becerril Ortega, Raquel, Ed. – Professional and Practice-based Learning, 2022
This book offers various ways in which analyzing professional experience and activity in simulation training makes it possible to describe practice-based learning affordances and processes. Research has been conducted in various simulation programs in the domains of healthcare, victim rescue and population protection, involving healthcare workers,…
Descriptors: Simulation, Experiential Learning, Learning Activities, Allied Health Occupations Education
Nolfi, Tricia; Gischlar, Karen – International Journal of Teaching and Learning in Higher Education, 2020
Enrollment in graduate programs continues to rise at a steady pace in the United States with a 9% increase over the past 10 years, a pace that is expected to continue through 2026. Among these students, 56% are "adult learners" between the ages of 25 through 39 years. With this in mind, instructors need to be mindful of the unique needs…
Descriptors: Graduate Students, Adult Learning, Student Needs, Teaching Methods
Brudan, Viorica-Adela; Cassianu, Raluca-Claudia – Romanian Review of Geographical Education, 2018
The present study is about a description of an experimental research, realised in 2016-2017 school year, at the Normal Programme Kindergarten in Iclandu Mare, Mure? County, Romania. The following hypothesis was tested: If preschoolers are systematically involved in direct exploration activities of the environment with low herbs associations, then,…
Descriptors: Foreign Countries, Preschool Education, Preschool Children, Learning Activities
Agogo, David; Anderson, Jesse – Journal of Information Systems Education, 2019
Educators must constantly figure out engaging ways to teach data management and modeling concepts, especially to non-technical audiences. This paper introduces and describes an experiential learning activity using playing cards to teach a range of business and technical concepts. The paper is enriched by personal anecdotes and experiences from…
Descriptors: Teaching Methods, Games, Pretests Posttests, Recall (Psychology)
Paulsen, Christine Andrews; Andrews, Jessica Rueter – Afterschool Matters, 2019
Too many of today's children spend too much time indoors, often interacting with screens. They don't get enough physical exercise. Their learning about nature comes from books and teachers rather than from firsthand exploration of natural phenomena. These issues affect most modern American children, but they are particularly prominent among…
Descriptors: Outdoor Education, STEM Education, After School Programs, Public Television
Education Resource Strategies, 2012
"School Budget Hold'em" is a game designed to help school districts rethink their budgeting process. It evolved out of Education Resource Strategies' (ERS) experience working with large urban districts around the country. "School Budget Hold'em" offers a completely new approach--one that can turn the budgeting process into a long-term visioning…
Descriptors: Budgeting, Central Office Administrators, School Districts, Games
Peer reviewedHorwood, Bert – Journal of Experiential Education, 1986
Shows how darkness and night provide a potentially excellent arena for experiential learning opportunities. Recommends learning must be gradual, beginning with appreciation and allaying fear of the dark. Suggests sensory activities, hikes, games, aquatic activities, ecological simulations, historical presentations, and writing or reciting poetry.…
Descriptors: Adventure Education, Experiential Learning, Fear, Games
Peer reviewedKindle, E. Glenn – Arithmetic Teacher, 1975
Descriptors: Elementary Education, Elementary School Mathematics, Experiential Learning, Games
Tahta, Dick – Mathematics Teaching, 1975
Twenty-five games, suitable for use at various points in the elementary mathematics classroom, are described. (SD)
Descriptors: Educational Games, Elementary Education, Elementary School Mathematics, Experiential Learning
Peer reviewedCrouse, Richard – Arithmetic Teacher, 1975
A game similar to the television game "Concentration" can be effectively used for drill on computation such as equivalence of fractions. (SD)
Descriptors: Basic Skills, Elementary Education, Elementary School Mathematics, Experiential Learning
Peer reviewedLindsey, Gaye P. – Mathematics Teacher, 1975
A review lesson based on a sports car rally is described and illustrated. It teaches detailed map reading as well as providing drill on any subject desired. Pairing students is beneficial for several stated reasons. Some students may design their own rally for presentation to the class. (Author/KM)
Descriptors: Algebra, Educational Media, Experiential Learning, Games
Sudore, Gail M. – Outdoor Communicator, 1987
Provides directions for 18 environmental activities/concepts for adventure programming including games (clam free, habitat lap sit, spirals); warm-ups/stretches (bug tug, stork stretch); trust builders/group initiatives (willow in wind, opossum ferry); low elements (all aboard, trolley); medium elements (rebirth, tire on pole); and high elements…
Descriptors: Adventure Education, Elementary Secondary Education, Environmental Education, Experiential Learning

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