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Peer reviewedLiang, Poh-Hwa; Johnson, James – Computers in the Schools, 1999
Discusses technology with reference to children's play, including how technology mixes with the established connection between children's play and emergent literacy and advantages and disadvantages of the three-way intersection of technology, literacy, and play in early childhood education. Addresses play and computers, software, the Internet, and…
Descriptors: Child Development, Childhood Needs, Computer Assisted Instruction, Computer Uses in Education
Peer reviewedRuhe, John A.; Allen, William R. – Journal of Teaching in International Business, 2001
Examines some of the unique problems faced by global teams and describes two simulations that have been successfully used to assist students in understanding key elements in effective global and cross-cultural team management. The first simulation focuses on a virtual global team situation; the second, using the same teams at a later date, expands…
Descriptors: Administrator Education, Business Administration Education, Cross Cultural Training, Foreign Countries
Peer reviewedKassner, Kirk – Music Educators Journal, 2000
Focuses on the single-computer approach to using technology in the music classroom. Explores using the classroom game format, the physical setup of the classroom, audio considerations, learning stations, benefits of and obstacles to the one-computer approach, and buying multiple copies of computer software. Lists useful software and presents a…
Descriptors: Classroom Design, Computer Software, Computer Uses in Education, Educational Games
Sullivan, Michael – School Library Journal, 2004
It's not that boys can not read, they just do not read. Study after study reveals that boys read less than girls. And according to the U.S. Department of Education, school-age boys tend to read a grade and a half lower than girls. How can librarians get guys to turn the page? For starters, they need to move beyond their traditional "here is a book…
Descriptors: Males, Reading Materials, Reading Motivation, Reader Text Relationship
Corbitt, Cynthia; Carpenter, Molly – Science and Children, 2006
For many children, especially those with reading difficulties, a motor-kinesthetic learning activity may be an effective tool to teach complex concepts. With this in mind, the authors developed and tested a game designed to teach fourth- to sixth-grade children some basic principles of nervous system function by allowing the children themselves to…
Descriptors: Reading Difficulties, Injuries, Anatomy, Grade 4
Marek, Edmund; Howell, Beverly – Science and Children, 2006
In this article, the authors present a classic playground game called "Sharks and Fishes" to introduce second- to fourth-grade students to the concept of "predation," or the relationships between a predator and its prey. By incorporating the game in a learning cycle on predation, students not only learn about predation in a memorable way, but they…
Descriptors: Science Instruction, Science Curriculum, Educational Games, Grade 2
Pijls, Monique; Dekker, Rijkje; van Hout-Wolters, Bernadette – International Journal of Computers for Mathematical Learning, 2003
Investigations with the computer can have different functions in the mathematical learning process, such as to let students explore a subject domain, to guide the process of reinvention, or to give them the opportunity to apply what they have learned. Which function has most effect on mathematical level raising? We investigated that question in…
Descriptors: Probability, Investigations, Mathematical Concepts, Secondary School Students
Kamii, Constance; Kato, Yasuhiko – Early Education and Development, 2005
A class of 14 kindergartners in Japan was videotaped while playing a card game in groups of three involving the placement of cards in numerical order. The children were followed up in first grade, and it was found that development in one area of logico-mathematical knowledge (for example, the making of temporal relationships) stimulates…
Descriptors: Foreign Countries, Play, Mathematics Education, Grade 1
Yip, Florence W. M.; Kwan, Alvin C. M. – Educational Media International, 2006
Vocabulary learning is often perceived as boring by learners, especially for those who grew up in the digital age. This paper reports a study of the usefulness of online games in vocabulary learning for some undergraduate students. Three teachers and 100 engineering students participated in a quasi-experimental study for approximately nine weeks.…
Descriptors: Vocabulary Development, Educational Games, Computer Assisted Instruction, Educational Technology
Habraken, Clarisse L. – Journal of Science Education and Technology, 2004
Today's "out-of-school learning" is dominated by PC games, videos, and TV. These media provide children with optimal conditions for nurturing their visuospatial intelligence. In "chemistry" and biochemistry, over the past 125 years, thinking has shifted from the "logical-mathematical" to the "logical-visuospatial." In chemistry visuospatial…
Descriptors: Chemistry, Science Instruction, Spatial Ability, Computers
Lennon, Jeffrey L.; Coombs, David W. – Simulation & Gaming, 2006
The study's goal was to demonstrate the ability of an 8-year-old child to create educational games for the topic of dengue fever control. A naturalistic descriptive case study method was employed. The child had two dengue fever educational game creation activities. The study demonstrated that a child could develop functional games related to…
Descriptors: Health Education, Educational Games, Cognitive Development, Young Children
Schilling, Martin S.; Mulford, Matthew A.; Geiger, Ingmar R. – Simulation & Gaming, 2006
In this article, the authors introduce a new feature to model the collective bargaining process: a two-level game setting with direct learner-expert interaction. In the simulation ZUG UM ZUG 2015, participants form union and management negotiation teams to negotiate with each other (first level) and with a management or union "tariff…
Descriptors: Foreign Countries, Collective Bargaining, Unions, Contracts
Shih, Timothy K.; Chang, Ya-Fung; Hsu, Hun-Hui; Wang, Ying-Hong; Chen, Yung-Hui – Interactive Technology and Smart Education, 2004
Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control behaviors of students and to increase the degree of communication awareness have been a challenging issue. We propose a system based on the scaffolding theory. Behaviors…
Descriptors: Video Games, Distance Education, Computer Simulation, Educational Technology
Dundes, Lauren; Harlow, Roxanna – Teaching Sociology, 2005
A simulation called "Star Power" provides an invaluable means to help students understand structural social inequality. This paper explains how Star Power achieves this goal and provides suggestions on how to inculcate the following points that are both central to sociology and difficult to adequately convey to students: 1) Students see how those…
Descriptors: Social Class, Conflict, Advantaged, Whites
Docan, Tony – Communication Teacher, 2006
System theory, which attests that any change in one component of a system will change other components, is fundamental to the communication discipline. Students are often provided with verbal metaphors (e.g., the machine metaphor) when learning about this theory but many times are not shown its complexity in an engaging manner. Additionally,…
Descriptors: Figurative Language, Games, Systems Approach, Theories

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