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Peer reviewedMilton, J. Susan; Corbet, James J. – Mathematics Teacher, 1982
The game of Yahtzee is analyzed to some extent through methods of elementary probability. Several different problems are posed, and these serve to illustrate both mathematical concerns and game play strategy. Solutions are provided to all questions at the conclusion and suggestions for further questions are presented. (MP)
Descriptors: Educational Games, Games, Mathematical Applications, Mathematical Enrichment
Peer reviewedMilson, James L. – Science and Children, 1986
Describes directions for constructing "racing" cars out of simple materials like spools and coffee cans. Discusses procedures for students to build cars, then to test and race them. Stresses that the activity allows for self-discovery of problem solving techniques and opportunities to discuss the scientific concepts related to the activity. (TW)
Descriptors: Childrens Games, Educational Games, Elementary Education, Elementary School Science
Harris, Richard J. – 1971
This extension of Harris' classification system permits classification of the interval-scale properties of any 2 x 2 (two person, two choice) game. The system is compared to taxonomies developed by various previous researchers. It is shown to permit compact description of any 2 x 2 game as an octet of numbers. It also permits rapid classification…
Descriptors: Classification, Decision Making, Game Theory, Games
Michigan State Univ., East Lansing. Inst. for Community Development. – 1966
This document dates from 1966 and is thought to be primarily useful in allowing the reader to trace the evolution of this model from its earlier stages to completion. M.E.T.R.O. is a gaming simulation which uses techniques of war gaming as a tool for coping with current and anticipated urban problems. At this stage in its conception, M.E.T.R.O.…
Descriptors: Decision Making, Game Theory, Games, Mathematical Models
Peer reviewedStott, Denis H. – Oxford Review of Education, 1978
Suggests that children will be motivated to learn if they are taught by educational games. Games emphasize the importance of the learning process, minimize the humiliation of failure, and capture children's interests. (Author/DB)
Descriptors: Childrens Games, Concept Formation, Curriculum Development, Educational Games
Peer reviewedPrichett, Gordon D. – Two-Year College Mathematics Journal, 1976
The game of "Sprouts" is explained, then several theorems concerning the game are stated and proved. (DT)
Descriptors: College Mathematics, Educational Games, Game Theory, Graphs
Peer reviewedBrumfiel, Charles – Mathematics Teacher, 1974
A strategy game is presented that teachers (1) logical reasoning; (2) how to formulate a clear verbal argument that explains your reasoning; (3) basic mathematical skills and (4) computational skills. The game is adaptable for many levels of instruction. (JP)
Descriptors: Algebra, Class Activities, Deduction, Educational Games
Johnson, Richard H. – Canadian Counsellor, 1971
It was concluded that the Game may be a useful technique. If used, it would be good to expand the profiles in a effort to make the hypothetical person more real. The use of local educational and occupational information with the Game would provide more choices of a realistic nature. (Author)
Descriptors: Career Choice, Decision Making, Educational Games, Games
Peer reviewedMarx, George – Impact of Science on Society, 1982
Presents an interview with Erno Rubik, creator of "Rubik's Cube." Included are comments about the creation of the cube and the role of the cube in educating people, especially in problem-solving activities. (JN)
Descriptors: Educational Games, Elementary Secondary Education, Games, Higher Education
Peer reviewedBankauskas, Deborah – Young Children, 2000
Presents suggestions for teaching chess to young children as part of the problem-solving component of a kindergarten mathematics curriculum. Discusses the introduction of pairs of chess characters, playing challenge games with teachers to enhance skill development, and writing down the rules of the game. Notes that children's problem-solving and…
Descriptors: Classroom Techniques, Early Childhood Education, Educational Games, Games
Butterworth, William T.; Coe, Paul R. – PRIMUS, 2004
"The Price is Right" ("TPIR") is a rich source of examples of applied probability, combinatorics, and game theory. While some of the games played on stage by individual contestants stress a knowledge of pricing, many are also heavily based on probability. "TPIR" stage games are a treasury of interesting modules that can be effective learning tools…
Descriptors: Game Theory, Mathematics Education, Probability, Mathematics Anxiety
Sancho, Pilar; Moreno-Ger, Pablo; Fuentes-Fernandez, Ruben; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2009
In this paper we present a general framework, called NUCLEO, for the application of socio-constructive educational approaches in higher education. The underlying pedagogical approach relies on an adaptation model in order to improve group dynamics, as this has been identified as one of the key features in the success of collaborative learning…
Descriptors: Educational Games, Role Playing, Learning Strategies, Problem Based Learning
Retnowati, Endah, Ed.; Suprapto, Ed.; Jerusalem, Mohammad Adam, Ed.; Sugiyarto, Kristian, Ed.; Wagiran, Ed. – Routledge, Taylor & Francis Group, 2018
This proceedings volume of InCoTEPD 2018 covers many ideas for handling a wide variety of challenging issues in the field of education. The outstanding ideas dealing with these issues result in innovation of the system. There are many innovation strategies resulting from recent research that are discussed in this book. These strategies will become…
Descriptors: Educational Innovation, Knowledge Level, Skill Development, Vocational Education
Satwicz, Tom; Stevens, Reed – International Journal of Computers for Mathematical Learning, 2008
This paper describes the use of quantities in video games by young people as part of a broader effort to understand thinking and learning across naturally occurring contexts of activity. Our approach to investigating the use of quantities in game play is ethnographic; we have followed eight children over a six-month period as they play their own…
Descriptors: Play, Video Games, Children, Interviews
Coombs, Don H., Comp. – 1976
Most of the 101 citations included in this annotated bibliography on simulation and gaming were derived from a search of the Educational Resources Information Center (ERIC) indexes. Entries were published between 1972 and 1975. The bibliography is divided into nine sections: theory and research; social studies materials; environment, land use, and…
Descriptors: Affective Objectives, Annotated Bibliographies, Case Studies, Computer Assisted Instruction

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