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Peer reviewedNelson, Charles D.; And Others – Journal of Medical Education, 1979
"Diagnose" is a computer-assisted instruction lesson designed to give medical students experience in using deductive reasoning in diagnosis. The computer selects a mystery disease from a stored list, along with 12 randomly-selected clues--three indicators of presenting complaints, history, physical findings, and laboratory tests. (LBH)
Descriptors: Clinical Diagnosis, Computer Assisted Instruction, Computer Programs, Deduction
Peer reviewedDana, Marcia E.; Lindquist, Mary Montgomery – Arithmetic Teacher, 1978
Suggestions are given for activities to use to introduce common and decimal fractions. Models are used initially and symbols are introduced slowly. Decimals are related to common fractions. (MP)
Descriptors: Concept Formation, Decimal Fractions, Elementary Education, Elementary School Mathematics
Brady, J. M.; Emanuel, R. B. – Creative Computing, 1978
A system is illustrated in which a game-winning strategy can be discovered and used. This involves students writing computer programs to play some game and then playing their programs against each other. (MP)
Descriptors: Cognitive Processes, Computer Programs, Computers, Games
Hulett, Sarah A. – Teacher, 1977
Yes! "Pass 'Go'" on your way "to the head of the class" and take a look at some skill-building games students made themselves. (Editor)
Descriptors: Discussion (Teaching Technique), Educational Games, Elementary Education, Elementary School Students
Potter, Rosemary Lee – Teacher, 1978
To make his instruction more interesting, a teacher decided to use popular television programs as the basis for some sequencing games. His students not only responded to this refreshing variation but also showed a firmer grasp of a necessary skill. (Author/RK)
Descriptors: Dialogs (Literary), Educational Games, Elementary Education, Learning Activities
Peer reviewedHotchkiss, Gwen; Athey, Margaret – Music Educators Journal, 1978
Games are a child's way of thinking, and without being instructed in a procedural method a child develops mentally, physically, and emotionally as he works to accomplish the series of tasks required to reach the completion of his game. Defines games, tells how to design a game, when they should be used, and gives some sources for music games.…
Descriptors: Citations (References), Definitions, Educational Games, Educational Research
Peer reviewedAloia, Gregory F.; And Others – American Journal of Mental Deficiency, 1978
Two ways of increasing the initial interaction among five seventh and eighth grade integrated educable mentally retarded (EMR) students and their nonretarded classmates in a game-playing situation were examined. (Author)
Descriptors: Exceptional Child Research, Games, Intermediate Grades, Mainstreaming
Peer reviewedLederman, Linda Costigan; Ruben, Brent D. – Simulation and Games, 1978
Discussion of issues focuses on a bahavioral paradigm; the design of games and simulations consonant with the framework of that paradigm; and the simulation, Interact II, designed especially to operationalize that perspective. (CMV)
Descriptors: Communications, Decision Making, Evaluation Criteria, Game Theory
Findler, Nicholas V. – Scientific American, 1978
This familiar card game has interested mathematicians, economists, and psychologists as a model of decision-making in the real world. It is now serving as a vehicle for investigations in computer science. (Author/MA)
Descriptors: Computer Programs, Computer Science, Computers, Decision Making
Peer reviewedLever, Janet – American Sociological Review, 1978
This study reveals significant differences in the organization of play between the sexes. The primary difference concerns the complexity of the social setting in which play occurs. (Author/AM)
Descriptors: Behavior Patterns, Childrens Games, Cognitive Development, Interpersonal Competence
Hirst, Helen – Mathematics Teaching, 1977
The aim of the author was to ascertain how well a Dutch approach to introducing probability into the elementary school curriculum could be attempted by English children. Classroom situations are described. (MN)
Descriptors: Course Descriptions, Curriculum, Educational Games, Elementary Education
Peer reviewedJeffries, Robin; And Others – Cognitive Psychology, 1977
The water jug task model was extended to four variations of the Missionaries--Cannibals river-crossing problem. Different cover stories resulted in large differences in number of illegal moves, but no difference in number of legal moves to solution. The three-stage process model explains both legal and illegal moves. (Author/GDC)
Descriptors: Cognitive Processes, Decision Making, Games, Higher Education
Peer reviewedMathematics Teacher, 1978
The ideas presented include a number line activity for addition and subtraction of integers, a game involving polynomials that encourages mathematical guesswork and deduction, and an introductory story for parabolas. (JT)
Descriptors: Algebra, Class Activities, Deduction, Educational Games
Peer reviewedSmith, Stanley G.; Chabay, Ruth – Journal of Chemical Education, 1977
Describes chemistry games included in the PLATO computer-generated graphics system developed at the University of Illinois to give students problem solving practice. (SL)
Descriptors: Chemistry, College Science, Computer Assisted Instruction, Computer Programs
Peer reviewedBlatt, Gloria T. – Reading Teacher, 1978
Describes ways in which children's books can be used to develop a feeling for the use of words in literature. Bibliography includes sections on alphabet games, patterned language, tongue twisters, homonyms, riddles, codes and puzzles, and parodies. (MKM)
Descriptors: Bibliographies, Books, Childrens Literature, Critical Reading


