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Peer reviewedKues, John R.; And Others – Educational Gerontology, 1992
The Game of Institutional Long-Term Care helps health care students learn to solve patient-management problems in nursing homes by (1) teaching problem solving and identification of goals and motivations of decision makers; (2) teaching negotiation, compromise, and cooperation; and (3) exposing students to the feelings and frustrations involved in…
Descriptors: Allied Health Occupations Education, Decision Making, Educational Games, Geriatrics
Peer reviewedHolt-Ochsner, Liana K.; Manis, Franklin R. – Annals of Dyslexia, 1992
This study used computer word games to train 35 dyslexic readers (mean age 13 years) in automaticity (speed and accuracy) of word recognition. After training, reaction time on the word vocalization and sentence comprehension tasks improved significantly for both trained and untrained stimuli. Results support the automaticity hypothesis. (DB)
Descriptors: Computer Assisted Instruction, Decoding (Reading), Dyslexia, Educational Games
Peer reviewedBasaraborvich, Yvone; And Others – Canadian Social Studies, 1992
Offers a game for helping first-grade students develop locational skills and geographic concepts. Calls upon students to (1) locate rooms within a school; (2) identify the rooms' purposes; (3) understand written instructions; (4) understand directional concepts; and (5) develop skills of cooperation. (DK)
Descriptors: Concept Formation, Cooperation, Educational Games, Geographic Concepts
Neves, Joao S. – Simulation/Games for Learning, 1990
Describes an experiential exercise designed to demonstrate how a good match between environmental characteristics and organizational solutions is critical for the performance of an organization. Use of the game by students and practitioners in production and operations management is explained, and adaptation of the game to other applications is…
Descriptors: Administrator Education, Experiential Learning, Higher Education, Management Development
Peer reviewedCliff, Janet M. – American Indian Culture and Research Journal, 1990
Reviews 163 sources on Navajo games, play, and toys. Includes an annotated bibliography of those materials. Examines relationships between games and religion, origin myths, and ceremonies. Discusses attitudes toward games, gambling, and cheating; and the dichotomy between children's and adults' games. Describes specific toys, games, and play…
Descriptors: American Indian Culture, Annotated Bibliographies, Ceremonies, Ethnology
Peer reviewedEricksen, Donna Bird; And Others – Mathematics Teacher, 1991
Included in this probability board game are the requirements, the rules, the board, and 44 sample questions. This game can be used as a probability unit review for practice on basic skills and algorithms, such as computing compound probability and using Pascal's triangle to solve binomial probability problems. (JJK)
Descriptors: Educational Games, Elementary Secondary Education, Mathematical Enrichment, Mathematics Education
Peer reviewedMcClurg, Patricia A. – Journal of Computing in Childhood Education, 1992
Investigated the effect of computer programs that require the use of spatial skills on third and fourth graders' spatial ability. Students who used a software program that required rotation of objects scored better than other students on a measure of figural classification, but not on a measure of object rotation. (BC)
Descriptors: Computer Games, Elementary Education, Elementary School Students, Longitudinal Studies
Peer reviewedUtsumi, Takeshi; Mogalhaes, Maria Rosa Abreu – Educational Media International, 1993
Describes accomplishments of the Global Systems Analysis and Simulation (GLOSAS) project from 1973 to the present, including a system for global peace gaming. The capabilities of interactive multimedia to link people across political and geographic boundaries for joint study, debate, research, planetary problem solving, and political action are…
Descriptors: Computer Games, Computer Networks, Computer Simulation, Foreign Countries
Francais dans le Monde, 1994
An article about the Louvre museum includes a map and basic information about building construction, hours and other visitor information, a brief history of the museum, an interview with the director, Michel Laclotte, and a number of art and language exercises focusing on the use of light in painting. (MSE)
Descriptors: Art Activities, Class Activities, Classroom Techniques, Cultural Education
Peer reviewedWelch, Marshall – TEACHING Exceptional Children, 1995
This article describes an activity to generate interest in writing and ownership of the learning experience by students with learning disabilities. An object is placed in a bag, a volunteer describes the item by feeling it, students draw the item, and students then discuss the importance of expressing ideas clearly. (JDD)
Descriptors: Educational Games, Elementary Secondary Education, Learning Activities, Learning Disabilities
Peer reviewedSchafer, Jessica – Alternatives, 1994
Describes a game developed by concerned students from the University of Manitoba to simulate the world's environment and development. Includes how the 1,100 square foot map was made, how props to complement the map were collected, and a description of the first simulation with 80 high school students. (MDH)
Descriptors: Ecology, Economic Development, Educational Games, Enrichment Activities
Kennedy, X. J. – School Library Journal, 1991
This exploration of the two leading varieties of nonsense literature defines strict nonsense as that in which the laws of nature are suspended and replaced by new laws which the author decrees, and loose nonsense as usually comic writing about a singular unlikely event. Examples of these two types of verse in children's literature are cited. (22…
Descriptors: Childrens Literature, Elementary Secondary Education, Fantasy, Fiction
Learning, 1992
Provides ideas for elementary school math activities which include ways to connect math with daily life, Michael Jordan basketball math games, and warm-up activities. (SM)
Descriptors: Class Activities, Creative Teaching, Educational Games, Elementary Education
Provenzo, Eugene F., Jr. – American School Board Journal, 1992
Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)
Descriptors: Child Development, Childhood Interests, Cultural Influences, Elementary Education
Peer reviewedWeiser, Lawrence A.; Schug, Mark C. – Social Studies, 1992
Presents results of a study to determine the effectiveness of the Stock Market Game in contributing to students' learning about financial markets. Suggests that the biggest advantage of the game it its ability to motivate students. Includes the test that was used by the study to determine how much the students had learned. (DK)
Descriptors: Cooperative Learning, Economics, Economics Education, Educational Games


