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Light, Richard; Curry, Christina; Mooney, Amanda – Asia-Pacific Journal of Health, Sport and Physical Education, 2014
As a well-developed indicator of high-quality teaching in any subject area we use the New South Wales (NSW) Quality Teaching Framework (QTF) in this article to identify what might constitute quality teaching in physical education and to suggest the extent to which Game Sense pedagogy can be seen to meet the expectations of the NSW QTF. We identify…
Descriptors: Foreign Countries, Educational Quality, Instructional Effectiveness, Physical Education
Dondlinger, Mary Jo; McLeod, Julie K. – Interdisciplinary Journal of Problem-based Learning, 2015
The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering complex problem solving, as well as critical and creative thinking. In the GVP, students work on simulated and real-world problems…
Descriptors: Problem Solving, Student Experience, Educational Games, Problem Based Learning
Nyamsuren, Enkhbold; Taatgen, Niels A. – Cognitive Science, 2013
Complex problem solving is often an integration of perceptual processing and deliberate planning. But what balances these two processes, and how do novices differ from experts? We investigate the interplay between these two in the game of SET. This article investigates how people combine bottom-up visual processes and top-down planning to succeed…
Descriptors: Visual Perception, Cognitive Processes, Eye Movements, Regression (Statistics)
Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
Rowe, Jonathan P.; Shores, Lucy R.; Mott, Bradford W.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2011
A key promise of narrative-centered learning environments is the ability to make learning engaging. However, there is concern that learning and engagement may be at odds in these game-based learning environments. This view suggests that, on the one hand, students interacting with a game-based learning environment may be engaged but unlikely to…
Descriptors: Problem Solving, Educational Technology, Virtual Classrooms, Educational Environment
Gorman, Patrick S.; Kunkel, Jeffrey D.; Vasko, Francis J. – International Journal of Mathematical Education in Science and Technology, 2011
A standard example used in introductory combinatoric courses is to count the number of five-card poker hands possible from a straight deck of 52 distinct cards. A more interesting problem is to count the number of distinct hands possible from a Pinochle deck in which there are multiple, but obviously limited, copies of each type of card (two…
Descriptors: Mathematical Formulas, Games, Recreational Activities, Computation
Adams, Thomasina C. P. – Gifted Child Today, 2012
Teachers of gifted students often are challenged to find ways to stimulate critical thinking and problem-solving skills. School chess clubs are one way of meeting that challenge. This article poses how games such as chess affect learning and gifted students. Two detailed strategies for teaching chess to students beginning in kindergarten are…
Descriptors: Academically Gifted, Games, Teaching Methods, Spatial Ability
Rafferty, Anna N., Ed.; Whitehill, Jacob, Ed.; Romero, Cristobal, Ed.; Cavalli-Sforza, Violetta, Ed. – International Educational Data Mining Society, 2020
The 13th iteration of the International Conference on Educational Data Mining (EDM 2020) was originally arranged to take place in Ifrane, Morocco. Due to the SARS-CoV-2 (coronavirus) epidemic, EDM 2020, as well as most other academic conferences in 2020, had to be changed to a purely online format. To facilitate efficient transmission of…
Descriptors: Educational Improvement, Teaching Methods, Information Retrieval, Data Processing
Kaune, Christa; Nowinska, Edyta; Paetau, Annika; Griep, Mathilde – Indonesian Mathematical Society Journal on Mathematics Education, 2013
The results of international comparative studies have shown that relationships exist between metacognition and cognitive activation and learning success. Since 2007 we have been carrying out projects in Indonesia to improve cognitive and metacognitive activities of pupils of year 7 and their teachers. These activities are to contribute to the…
Descriptors: Sustainability, Educational Games, Mathematics Instruction, Grade 7
Dereli-Iman, Esra – Educational Sciences: Theory and Practice, 2013
Social Problem Solving for Child Scale is frequently used to determine behavioral problems of children with their own word and to identify ways of conflict encountered in daily life, and interpersonal relationships in abroad. The primary purpose of this study was to adapt the Wally Child Social Problem-Solving Detective Game Test. In order to…
Descriptors: Measures (Individuals), Behavior Problems, Interpersonal Competence, Conflict
Barnabe, Federico; Busco, Cristiano; Davidsen, Pal I.; Lambri, Maurizio; Zatta, Gianfranco – Journal of Workplace Learning, 2013
Purpose: The purpose of this paper is to present the main characteristics of the role-playing game "Strategic Micro-Firm" which aims to reproduce the fundamental features of a complex supply chain. Design/methodology/approach: A specific role-playing game is presented, in which a Balanced Scorecard is used as the reporting device and is…
Descriptors: Management Development, Role Playing, Games, Teaching Methods
Akcaoglu, Mete – ProQuest LLC, 2013
In today`s complex and fast-evolving world, problem solving is an important skill to possess. For young children to be successful at their future careers, they need to have the "skill" and the "will" to solve complex problems that are beyond the well-defined problems that they learn to solve at schools. One promising approach…
Descriptors: Problem Solving, Teaching Methods, Skill Development, Computer Software
Anderson, Neil – Australian and International Journal of Rural Education, 2012
This paper outlines a project to develop and track "design thinking" skills within groups of students in late primary and early secondary years of schooling in order to strengthen their creative skills and innovative mindsets. The outcome of the research will be the development of a model for the broad-based implementation of design…
Descriptors: Innovation, Rural Education, Multimedia Instruction, Computer Games
Sugden, Steve – International Journal of Mathematical Education in Science and Technology, 2012
A newspaper numbers game based on simple arithmetic relationships is discussed. Its potential to give students of elementary algebra practice in semi-"ad hoc" reasoning and to build general arithmetic reasoning skills is explored. (Contains 3 figures, 7 tables and 3 notes.)
Descriptors: Arithmetic, Algebra, Mathematics Skills, Mathematical Logic
Grey House Publishing, 2018
"The Complete Learning Disabilities Resource Guide" (formerly "The Complete Learning Disabilities Directory") has been a comprehensive and sought-after resource for professionals, families and individuals with learning disabilities since 1992. This twenty-first edition is the most comprehensive and current source of resources…
Descriptors: Learning Disabilities, Identification, Academic Achievement, Professional Associations

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