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Gibson, David; Aldrich, Clark; Prensky, Marc – Information Science Publishing, 2007
Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…
Descriptors: Electronic Learning, Educational Games, Computers, Computer Simulation
May, Hayden Barkley – Journal of Architectural Education, 1979
Gaming-simulation in professional practice, education, and research is discussed. Simulation assists in exploring and resolving incongruent values and interests of clients, users, and architects; conveys complex interactive systems students are trying to understand; and elicits responses to alternative actions and contributes to theory development…
Descriptors: Architectural Education, Architecture, Community Planning, Conflict Resolution
Green, Cedric – Journal of Architectural Education, 1979
Design is described as a social process and a game. Games provide an experience and environment in which aspects of design skill may be learned. Self-expression (involving no one else) and design (product must satisfy requirements imposed by others) are contrasted. Games described: JOIN, GAMBIT, URBISM, SPIEL, etc. (MLW)
Descriptors: Architectural Education, Communication (Thought Transfer), Conflict Resolution, Cooperative Planning
Peer reviewedHaas, Mary E. – Social Studies and the Young Learner, 1990
Maintains that small-group games increase student time on task over whole-class games. Provides guidelines for designing small-group games as well as large-group games. Points out that games provide leadership opportunities, review material presented in class, and develop cognitive and social skills. Provides a list of teaching resources for using…
Descriptors: Childrens Games, Class Activities, Creative Teaching, Decision Making
Spiegel, Carolina N.; Alves, Gutemberg G.; Cardona, Tania da S.; Melim, Leandra M. C.; Luz, Mauricio R. M. P.; Araujo-Jorge, Tania C.; Henriques-Pons, Andrea – Journal of Biological Education, 2008
The role of games within education becomes clearer as students become more active and are able to take decisions, solve problems and react to the results of those decisions. The educational board game "Discovering the Cell" ("Celula Adentro"), is based on problem-solving learning. This investigative game attempts to stimulate…
Descriptors: Private Schools, Educational Games, Molecular Biology, Foreign Countries
Annetta, Leonard A. – Theory Into Practice, 2008
Today's K-20 students have been called, among other names, the net generation. As they matriculate through the education system, they are often exposed to materials and manipulatives used for the past 40 years, and not to the digital media to which they are accustomed. As student scores continue to regress from Grade 3 to Grade 12 and technical…
Descriptors: Video Games, Elementary Secondary Education, Grade 3, Grade 12
Boyer, Kristy Elizabeth, Ed.; Yudelson, Michael, Ed. – International Educational Data Mining Society, 2018
The 11th International Conference on Educational Data Mining (EDM 2018) is held under the auspices of the International Educational Data Mining Society at the Templeton Landing in Buffalo, New York. This year's EDM conference was highly competitive, with 145 long and short paper submissions. Of these, 23 were accepted as full papers and 37…
Descriptors: Data Collection, Data Analysis, Computer Science Education, Program Proposals
Leone, Peter; Wilson, Michael; Mulcahy, Candace – National Evaluation and Technical Assistance Center for the Education of Children and Youth Who Are Neglected, Delinquent, or At-Risk, 2010
This guide is designed to support the development of mathematics proficiency for youth in short-term juvenile correctional facilities. Mathematics proficiency includes mastery and fluency in foundational numeracy; an understanding of complex, grade-appropriate concepts and procedures; and application of those competencies to solve relevant,…
Descriptors: Mathematics Instruction, Mathematics Skills, Youth, Juvenile Justice
Cagiltay, Nergiz Ercil – British Journal of Educational Technology, 2007
Software-engineering education programs are intended to prepare students for a field that involves rapidly changing conditions and expectations. Thus, there is always a danger that the skills and the knowledge provided may soon become obsolete. This paper describes results and draws on experiences from the implementation of a computer…
Descriptors: Computer Software, Engineering Education, Computers, Games
Dillon, Linda S. – 1981
A study was conducted to develop a model that would promote sex equity by increasing the enrollment of nontraditional sex membership in occupational education programs at North Carolina community colleges. In order to gather input from the colleges involved as well as educational and community leaders, a series of three conferences was planned to…
Descriptors: Decision Making, Educational Planning, Females, Game Theory
Peer reviewedHollingsworth, Maurice; Woodward, John – Exceptional Children, 1993
Thirty-seven secondary students with learning disabilities were taught health facts and concepts, which they then applied to problem-solving exercises presented through computer simulation games. Students who were taught an explicit strategy for solving problems performed better on two transfer measures than students given supportive feedback and…
Descriptors: Computer Assisted Instruction, Computer Games, Educational Games, Feedback
Johnson, Llewellyn R. – Simulation/Gaming/News, 1975
Descriptors: Community Involvement, Decision Making Skills, Educational Games, Participation
Thiagarajan, Sivasailam – Simulation/Gaming/News, 1975
Descriptors: Calculators, Computer Assisted Instruction, Computer Science, Educational Games
Loomis, Richard F. – Simulation/Gaming/News, 1975
Descriptors: Conflict Resolution, Decision Making Skills, Educational Games, Problem Solving
Thiagarajan, Sivasailam – Training and Development Journal, 1988
EDGE is a flexible group technique that enables participants to express, explain, exchange, and encapsulate their suggestions for creating their corporation's competitive edge. EDGE has two important outcomes: participants become more comfortable with each other and with problem solving, and they acquire small group skills. (JOW)
Descriptors: Brainstorming, Competition, Games, Group Discussion

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