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Peer reviewedRedmond, Alan D. – Science Teacher, 1981
Reports results of the Energyport Project, which involved sixth graders of all performance levels in energy study. The project was designed to demonstrate the relationship between energy sources and their economic impact on the community and increase student awareness of the effects of different energy sources on the environment. (CS)
Descriptors: Community Problems, Educational Games, Elementary School Science, Elementary Secondary Education
Peer reviewedGroves, Julian McAllister; Warren, Charles; Witschger, Jerome – Teaching Sociology, 1996
Describes a game designed to impress upon undergraduates the difficulty of economic mobility for minorities. The game involves two groups, "Majorities" and "Minorities," and their efforts to build a simulated social network with string. Minorities receive shorter lengths of string and cannot leave their seats. Discusses follow-up exercises. (MJP)
Descriptors: Consciousness Raising, Economically Disadvantaged, Educational Games, Elitism
Peer reviewedSmith, Elizabeth T.; Boyer, Mark A. – PS: Political Science and Politics, 1996
Provides a step-by-step process for designing effective and interesting simulations. Explains and gives examples for the four steps: defining teaching goals, constructing the simulation, running the simulation, and debriefing. Asserts that simulations develop critical thinking and other skills. Examines possible means of assessment. (MJP)
Descriptors: Active Learning, Classroom Techniques, Critical Thinking, Educational Games
Hoffman, Barry Charles – Teaching Music, 1996
Recommends turning some of the more tedious aspects of elementary instrumental rehearsals (particularly playing scales) into games. Describes a number of educational games that can be constructed around these activities, including a "Wheel of Fortune" parody. (MJP)
Descriptors: Applied Music, Educational Games, Elementary Education, Instructional Effectiveness
Peer reviewedFong, Ho-Kheong – Computers and Education, 1989
Presents an alternative model for using the computer as an aid in teaching mathematics. Highlights include a mathematics teaching model; computer software for drill and practice, tutorials, simulation, games, and computer managed instruction; integrating computers into the mathematics curriculum; and examples of computer activities for…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Managed Instruction, Computer Simulation
Peer reviewedBarrington, Kyle D. – Journal of Experiential Education, 1995
Three groups of secondary school teachers received different types of training with regard to teaching at-risk students. Teachers who learned techniques of experiential cooperative gaming for use with at-risk students demonstrated an increase in self-confidence in dealing with at-risk students, while teachers who received only information…
Descriptors: Competition, Cooperation, Cooperative Learning, Educational Games
Kreidler, William J.; And Others – Instructor, 1995
Three articles present suggestions to help elementary teachers promote student development. The first describes games that encourage a sense of community. The second deals with making parent teacher conferences a positive experience. The third discusses how to give confused children who are involved in custody battles an alternative to acting out.…
Descriptors: Child Custody, Child Development, Class Activities, Educational Games
McCormack, Bunnie – School Library Media Activities Monthly, 1994
Describes a library media skills unit for middle school mathematics that identifies specific subject material, develops questions based on the sources chosen, addresses student motivation, involves cooperative learning, and culminates in a "Jeopardy"-style game. (LRW)
Descriptors: Cooperative Learning, Course Integrated Library Instruction, Curriculum Development, Educational Games
Peer reviewedMcBride, Ron, Ed. – Journal of Physical Education, Recreation and Dance, 1995
Six papers address critical thinking within the physical education (PE) setting, discussing it from a variety of perspectives and providing practical suggestions for use in PE curricula. The articles identify four areas of critical thinking performance relevant to PE and examine critical thinking at the elementary, middle, and secondary school…
Descriptors: Creative Teaching, Critical Thinking, Dance, Elementary School Students
Koch, Melissa – TECHNOS, 1994
Discusses girls' use of computers and examines why they are often discouraged and lose interest. Topics addressed include the issue of gender; gender bias in computer games; use of the Internet; exposure to technology; girls' preferences; educational reform; choosing software; technology programs for girls; all-girl classrooms; and role models.…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Networks, Computer Science Education
Peer reviewedLeutner, Detlev – Learning and Instruction, 1993
System-initiated adaptive advice and learner-requested nonadaptive background information were investigated in computer simulation game experiments with 64 seventh graders, 38 college students, and 80 seventh and eighth graders in Germany. Results are discussed in terms of theories of problem solving, intelligence, memory, and information…
Descriptors: Background, Cognitive Processes, College Students, Computer Assisted Instruction
Peer reviewedHall, Christopher – Canadian Modern Language Review, 1998
Examines how application of computer-assisted language learning (CALL) and information technology can be used to overcome "grammar deficit" seen in many British undergraduate German students. A combination of explicit, implicit, and exploratory grammar teaching approaches uses diverse resources, including word processing packages,…
Descriptors: Authoring Aids (Programming), College Instruction, Computer Uses in Education, Dictionaries
King, Chris; Hardy, Thomas W. – New Directions for Student Services, 2006
This chapter relates the experiences of one university in developing and implementing a cross-divisional proactive program to address campus gambling. Insights and recommendations for similar efforts on other campuses are also shared.
Descriptors: College Students, Program Evaluation, Intervention, Teamwork
Robertson, Judy; Good, Judith – TechTrends: Linking Research & Practice to Improve Learning, 2005
Playing computer games is an extremely popular leisure activity for children. In fact, the computer games market in the UK is now double that of the video rental market, and substantially larger than cinema box office sales, and under people under the age of 18 make up 38% of these game players. Based on the popularity and strong motivational…
Descriptors: Games, Computers, Foreign Countries, Student Motivation
Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C. – EDUCAUSE Quarterly, 2006
Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…
Descriptors: Graduate Students, Video Games, Distance Education, Student Interests

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