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Peer reviewedGray, John S. – Journal of Computing in Higher Education, 1994
A detailed analysis and computer-based solution to a puzzle addressing the arrangement of dominoes on a grid is presented. The problem is one used in a college-level data structures or algorithms course. The solution uses backtracking to generate all possible answers. Details of the use of backtracking and techniques for mapping abstract problems…
Descriptors: Algorithms, Computer Assisted Instruction, Computer Science Education, Computer Software
Peer reviewedKues, John R.; And Others – Educational Gerontology, 1992
The Game of Institutional Long-Term Care helps health care students learn to solve patient-management problems in nursing homes by (1) teaching problem solving and identification of goals and motivations of decision makers; (2) teaching negotiation, compromise, and cooperation; and (3) exposing students to the feelings and frustrations involved in…
Descriptors: Allied Health Occupations Education, Decision Making, Educational Games, Geriatrics
Peer reviewedMcClurg, Patricia A. – Journal of Computing in Childhood Education, 1992
Investigated the effect of computer programs that require the use of spatial skills on third and fourth graders' spatial ability. Students who used a software program that required rotation of objects scored better than other students on a measure of figural classification, but not on a measure of object rotation. (BC)
Descriptors: Computer Games, Elementary Education, Elementary School Students, Longitudinal Studies
Peer reviewedHatcher, Joe W., Jr. – Teaching of Psychology, 1990
Describes an exercise that uses riddles to expose students to important aspects of the process and experience of scientific thinking. Contends that the exercise allows students to examine their thought processes and to view scientific questions from different perspectives. Reports positive student reaction. (DB)
Descriptors: Cognitive Processes, Educational Games, Higher Education, Learning Strategies
Peer reviewedGoldsworthy, Richard C.; Barab, Sasha A.; Goldsworthy, Elizabeth L. – Journal of Special Education Technology, 2000
This article describes a computer game that supports the development of learners' social problem-solving skills. In a controlled three-group design, the group using the prototype game performed significantly better than an attention-placebo control and comparably to a therapist-directed group on measures of problem solving and engagement. However,…
Descriptors: Behavior Rating Scales, Computer Assisted Instruction, Games, Instructional Effectiveness
Stephens, Pamela Geiger; Mattoon, Michelle – Arts & Activities, 1998
Discusses a sample puzzle activity called "Thinking Like an Artist" that encourages careful observation of artwork and prompts students to decode the thought processes used by artists. Helps students develop original ideas and strengthens their problem-solving abilities. Provides a list of materials, rules, and the procedure in detail. (CMK)
Descriptors: Art Criticism, Art Education, Art Products, Artists
Beck, Sarah R.; Robinson, Elizabeth J.; Carroll, Daniel J.; Apperly, Ian A. – Child Development, 2006
Two experiments explored whether children's correct answers to counter factual and future hypothetical questions were based on an understanding of possibilities. Children played a game in which a toy mouse could run down either 1 of 2 slides. Children found it difficult to mark physically both possible outcomes, compared to reporting a single…
Descriptors: Educational Experiments, Child Development, Young Children, Probability
Hamalainen, Raija; Manninen, Tony; Jarvela, Sanna; Hakkinen, Paivi – Internet and Higher Education, 2006
To respond to learning needs, Computer-Supported Collaborative Learning (CSCL) must provide instructional support. The particular focus of this paper is on designing collaboration in a 3-D virtual game environment intended to make learning more effective by promoting student opportunities for interaction. The empirical experiment eScape, which…
Descriptors: Cooperation, Games, Educational Environment, Problem Solving
Stone, Lynda D.; Gutierrez, Kris D. – International Journal of Educational Research, 2007
In this article, we study a local adaptation of the Fifth Dimension [Cole, M. (1996). "Cultural psychology: A once and future discipline." Cambridge: Cambridge University Press] known as Las Redes (i.e., Networks of Collaboration in the Fifth Dimension) to examine how the multiple activity systems of Las Redes, e.g. the undergraduate course and…
Descriptors: Learning Theories, Elementary School Students, College Students, College School Cooperation
Yarnall, Louise; Kafai, Yasmin – 1996
One of the most pressing issues in education is the importance of creating learning contexts and communities that are based on children's thinking in science and enhancing their understanding of pertinent concepts. In this research study, fifth grade students (N=20) were asked to design a game teaching younger students about the ocean environment.…
Descriptors: Constructivism (Learning), Cooperative Learning, Educational Games, Elementary Education
Horak, Virginia M. – 1990
This study investigated junior high school students' use of problem-solving heuristics and metacognitive processes and the relationships that might exist between the students' use of these processes and their cognitive style. Using a computer microworld called "Nimbot" based on the ancient game of Nim, 10 seventh- and eighth-grade…
Descriptors: Cognitive Processes, Cognitive Style, Computer Uses in Education, Games
Auburn Univ., AL. Cooperative Extension Service. – 1982
A six-part marine science simulation game for 4-H members concerning land use in a hypothetical community is provided. The major problem is to decide what are some possible uses of a three-mile (1,250 acre) Marsh Beach which the city recently purchased. Members assume the roles of decision-makers in the simulated environment and compete for…
Descriptors: Decision Making, Educational Games, Elementary Secondary Education, Environmental Education
Armstrong, Richard; And Others – 1982
This material is a product of a cooperative project of the Cincinnati Public Schools, the Detroit Public Schools, and CEMREL, Incorporated. The Teaching of Problem Solving (TOPS) project began in the 1980-81 school year under CEMREL's contract with the Basic Skills Improvement Office of the United States Department of Education. The approach used…
Descriptors: Calculators, Educational Games, Elementary Education, Elementary School Mathematics
Goldstein, Ira – 1980
Computer coaching of students as an aid in problem-solving instruction is discussed. This report describes an advanced form of computer-assisted instruction that must not only present the material to be taught, but also analyze the student's responses. The program must decide whether to intervene and how much to say to a pupil based on its…
Descriptors: Artificial Intelligence, Cognitive Processes, Computer Assisted Instruction, Educational Games
Beck, Isabel; Monroe, Bruce – 1969
Beginning with definitions of "simulation" (a methodology for testing alternative decisions under hypothetical conditions), this paper focuses on the use of simulation as an instructional method, pointing out the relationships and differences between role playing, games, and simulation. The term "simulation games" is explored with an analysis of…
Descriptors: Computer Oriented Programs, Decision Making Skills, Educational Games, Evaluation

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