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McFarland, Ronald D. – HyperNexus, 1997
Examines the importance of the instructional systems design (ISD) model in designing the presentation and content of technology-based learning (TBL) environments, especially for adult learners. Describes TBLs and their use in university and adult learning and discusses the most common presentation methods: drill and practice, tutorial, simulation,…
Descriptors: Adult Learning, Computer Assisted Instruction, Drills (Practice), Educational Environment
James A. Newell – Chemical Engineering Education, 2005
This paper describes an active learning game that addresses different motivational styles including intrinsic, social, achievement, and instrumental. The game is loosely based on the CBS television series Survivor and involves breaking the class into student teams (tribes) and allowing them to compete at solving chemical engineering problems. In…
Descriptors: Active Learning, Student Motivation, Learning Activities, Feedback (Response)
Rohnke, Karl – 1989
This book provides teachers and recreation professionals with a guide to Project Adventure activities and curriculum. Project Adventure learning goals are: (1) increasing the participant's personal confidence; (2) increasing mutual support within a group; (3) improving agility and physical coordination; (4) increasing joy in one's physical self…
Descriptors: Adventure Education, Course Descriptions, Curriculum, Elementary Secondary Education
Wasserman, Pamela, Ed. – 1991
This pamphlet presents brief reviews of 38 population education software and online systems currently available. It includes mathematical models, simulations, databases, problem-solving games, online systems, and associations. The review includes a description of the program, the level at which it is aimed, required computer hardware, the vendor's…
Descriptors: Computer Assisted Instruction, Computer Simulation, Computer Uses in Education, Courseware
Stanford Univ., CA. Stanford Program on International and Cross Cultural Education. – 1975
Cooperation is one of the central motivating forces in the economic and social organization of China. This unit utilizes a game called "Broken Squares" to initiate a discussion of the concepts of cooperation and competition as possible models for problem solving. In the game, students are confronted with a group task and provided with…
Descriptors: Chinese Culture, Cooperation, Cultural Activities, Cultural Education
Malouff, John; Schutte, Nicola S. – 1998
By using a game-centered approach, mental health professionals can help teach social and emotional skills to their clients. The 66 games described in this book are presented using a standard format that includes suggestions for how to help players use their skills in daily life. The games were field tested using an evaluation strategy that focused…
Descriptors: Coping, Counseling Techniques, Emotional Problems, Games
Littleton, Karen; And Others – 1993
Whether gender differences in performance using computer software are due to sex stereotyping or gender differentiation in the programs was investigated in two studies. An adventure game, "King and Crown," with all male characters, and a gender neutral game, "Honeybears," were played by 26 female and 26 male 11- and…
Descriptors: Ability, Computer Assisted Instruction, Computer Games, Computer Software
Keller, Jack J. – 1990
A fourth grade teacher and grade level team leader designed and implemented a 10-week practicum intervention meant to improve 26 fourth grade students' motivation, perseverance, and positive attitudes toward problem solving in mathematics. Students took part in activities that enhanced perceptual and deductive reasoning skills, including strategy…
Descriptors: Curriculum Enrichment, Elementary School Students, Games, Grade 4
Burbules, Nicholas C.; Reese, Philip – 1984
Rocky's Boots (RB), an educational game developed for use with Apple computers, is widely considered to be one of the most imaginative and engaging pieces of educational software currently available. RB presents an introduction to the logical concepts of AND, OR, and NOT. Players incorporate these concepts into arguments which are modeled as…
Descriptors: Computer Software, Educational Games, Educational Research, Instructional Design
Merrill, Samuel, III; Enelow, James M. – 1980
This document consists of two modules. The first studies a variety of multicandidate voting systems, including approval, Borda, and cumulative voting, using a model which takes account of a voter's intensity of preference for candidates. The voter's optimal strategy is investigated for each voting system using decision criteria under uncertainty…
Descriptors: Answer Keys, College Mathematics, Game Theory, Higher Education
CULBERTSON, JACK A. – 1967
A 1957 SIMULATION PROGRAM FOR THE TRAINING OF PRACTICING AND PROSPECTIVE EDUCATIONAL ADMINISTRATORS WAS UPDATED IN 1966 TO REFLECT EMERGING PROBLEMS AS WELL AS CHANGES IN SCHOOL ORGANIZATION, TEACHER SALARIES, AND OTHER ASPECTS OF ELEMENTARY SCHOOL ADMINISTRATION. THE REVISED PROGRAM INCLUDED--(1) SIMULATION ROLES FOR THE SUPERINTENDENT, FOR…
Descriptors: Administrative Problems, Administrator Role, Administrators, Audiovisual Aids
Hawaii Univ., Honolulu. Curriculum Research and Development Group. – 1979
Presented is the teacher's guide to the "Measuring in Metric" supplementary mathematics textbook. The material begins with a list of 29 student objectives. The booklet and student text limit exploration to the units of measurement for length, capacity, mass, temperature, area, and volume, with only the following prefixes considered: kilo, hecto,…
Descriptors: Educational Games, Elementary Secondary Education, Instructional Materials, Learning Activities
National Education Association, Washington, DC. Project on Utilization of Inservice Education R & D Outcomes. – 1977
The inservice program and materials described here are intended to increase understanding and, when necessary, to encourage a change in attitude on the part of teachers dealing with problems considered typical in desegregated and integrated schools. Realistic situations designed to give participants the opportunity to encounter and deal with…
Descriptors: Attitude Change, Educational Environment, Educational Games, Inservice Education
Nickerson, R. S.; Feehrer, C. E. – 1975
Theoretical and empirical studies of decision-making were reviewed to identify results applicable to training decision-makers. The review is organized in terms of the following component tasks: information gathering, data evaluation, problem structuring, hypothesis generation, hypothesis evaluation, preference specification, action selection, and…
Descriptors: Cognitive Processes, Decision Making Skills, Educational Games, Leadership Training
American Institutes for Research in the Behavioral Sciences, Palo Alto, CA. – 1969
This preschool program offered a highly structured curriculum in which language development was fostered through encouraging verbal responses in a game format context. The curriculum, based on skills and concepts required for success in elementary school, included language arts, reading readiness, mathematical concepts, science, and social…
Descriptors: Black Students, Cognitive Development, Compensatory Education, Disadvantaged Youth

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