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Peer reviewedDelclos, Victor R.; Harrington, Christine – Journal of Educational Psychology, 1991
Nineteen fifth and 11 sixth graders given preliminary instruction about a computer-based problem-solving game received additional problem-solving training, problem-solving and self-monitoring training, or no further training. The beneficial impact of the monitoring training is discussed as evidence of the importance of the monitoring strategy in…
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Elementary School Students
Sasaoka, Taichi – Prospects, 1990
Discusses the Asian Cultural Centre for UNESCO's copublication program producing follow-up reading materials for expanding literacy. Includes lists of materials produces, information of the development of materials, and personnel training. Describes how the regional literacy programs workshops, and activities ar managed. Suggests that regional…
Descriptors: Access to Education, Adult Education, Educational Games, Elementary Education
Peer reviewedGates, Rick – Electronic Library, 1993
Describes the Internet Hunt, a game designed to challenge and inform librarians about information sources available on the Internet. The use of telnet, and FTP (File Transfer Protocol) are described, and the results of the first Internet Hunt are provided. (EA)
Descriptors: Access to Information, Computer Networks, Electronic Publishing, File Transfer Protocol
Peer reviewedCrouse, Richard J.; And Others – Mathematics Teacher, 1991
The first idea concerns a board game similar to tic-tac-toe in which the strategy involves the knowledge of the factorization of quadratic polynomials. The second game uses the calculation of the surface areas of solid figures applying the specific examples of cigar boxes and cylindrical tin cans. (JJK)
Descriptors: Algebra, Area, Cooperative Learning, Educational Games
Begioni, Louis; And Others – Francais dans le Monde, 1991
Four ideas for use in the French language classroom are presented, including a card game about regional France; activities using tape recorders and music to improve oral reading; a true-false quiz about food to develop vocabulary and comprehension; and an exercise in deciphering French using a bad copy of a document. (MSE)
Descriptors: Class Activities, Classroom Techniques, Food, French
Peer reviewedShillor, Irith; Egan, Bridget – Educational Studies in Mathematics, 1993
The paper describes the details and use with primary school teachers of a problem-solving activity known as the King Alfred's College Maths Game. The game demonstrates to teachers that problem solving needs to be approached through structured learning experiences that provide material for reflection and questioning. (Author/MDH)
Descriptors: Educational Games, Elementary Education, Elementary School Teachers, Heuristics
Peer reviewedMacRae, Cathi Dunn – Voice of Youth Advocates, 1998
Discusses youth participation (YP) and adult mentorship in public libraries and Voice of Youth Advocates (VOYA), highlighting teen writing opportunities in VOYA: book reviews; annual poetry contest; an occasional column relating teen culture to books, information, entertainment, media, and identity; and occasional lists of favorite teen music,…
Descriptors: Adolescents, Adults, Audiotape Recordings, Book Reviews
Peer reviewedOwens, Katharine D.; Sanders, Richard L. – Science Activities, 1998
Presents an unconventional assessment in the form of a card game for use in evaluating student understanding of severe weather-related concepts. Discusses the theory behind using educational games for instruction and assessment. (DDR)
Descriptors: Educational Games, Educational Resources, Educational Strategies, Elementary Secondary Education
Peer reviewedEquity & Excellence in Education, 2000
Describes two efforts to promote equity within the educational system. Teaching SMART is an equity-based staff development program for elementary teachers designed to produce systemic change in the classroom by improving science education. The other effort involves developing computer games that are engaging and educationally rich for both girls…
Descriptors: Computer Games, Computer Uses in Education, Elementary Secondary Education, Equal Education
Peer reviewedFunk, Jeanne B.; Buchman, Debra D. – Pediatric Annals, 1995
Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…
Descriptors: Adolescent Behavior, Adolescents, Aggression, Child Behavior
Peer reviewedBlumberg, Fran C.; Hollander, Brocha; Genovese, Julia I. – Gifted Child Quarterly, 2001
Before playing a video game, 47 gifted second graders and 47 gifted fifth graders were instructed to adopt an evaluative, process, outcome, or no specific goal focus while playing. Older children showed better performance overall and their best performance when instructed to adopt an evaluative goal. Younger children showed their worst performance…
Descriptors: Achievement Need, Age Differences, Attention Span, Elementary Education
Peer reviewedJackson, Douglas N., III; And Others – Intelligence, 1993
In a computerized video-game-like spatial ability measure administered to 94 university students, the number of target hits was correlated with verbal intelligence quotient. The dynamic spatial measure does not load substantially on a general intellectual ability factor, but it does provide additional evidence that dynamic spatial ability is…
Descriptors: College Students, Computer Games, Correlation, Factor Analysis
Peer reviewedRaschke, Donna B.; And Others – TEACHING Exceptional Children, 1996
Adaptations to the Candy Land board game to allow play by children with moderate or severe disabilities are suggested, such as attaching a small photograph of the student to the marker and using large heavily weighted markers. Ways to generalize new skills and gradually remove the adaptations are discussed. (DB)
Descriptors: Assistive Devices (for Disabled), Classroom Techniques, Early Childhood Education, Games
School Library Media Activities Monthly, 2000
Describes an activity for young children that helps them conduct subject searches using an automated system that allows customization of access to a library's collection. Explains a timed game that makes use of subject searching and word searching on the topic of dinosaurs. (LRW)
Descriptors: Childrens Libraries, Computer Assisted Instruction, Dinosaurs, Educational Games
Peer reviewedMayer, Richard E.; Quilici, Jill L.; Moreno, Roxana – Journal of Educational Computing Research, 1999
An after-school computer club was developed in which language-minority children learned to master a series of educational computer games through reading instructions, interacting with peers, and interacting with adult mentors. Results show how an informal educational environment can foster generalizable problem-solving skills that transfer to…
Descriptors: After School Education, After School Programs, Computer Games, Computer Uses in Education


