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Beck, Sarah R.; Robinson, Elizabeth J.; Carroll, Daniel J.; Apperly, Ian A. – Child Development, 2006
Two experiments explored whether children's correct answers to counter factual and future hypothetical questions were based on an understanding of possibilities. Children played a game in which a toy mouse could run down either 1 of 2 slides. Children found it difficult to mark physically both possible outcomes, compared to reporting a single…
Descriptors: Educational Experiments, Child Development, Young Children, Probability
Torbert, Marianne – Teaching Elementary Physical Education, 2005
This article discusses ways in which classroom teachers can use "life skill" games to facilitate classroom management by giving student opportunities to practice desirable behaviors. There is also usually a reduction in behavior problems when children are allowed to occasionally move. In addition, research has demonstrated that periodic movement…
Descriptors: Preschool Education, Classroom Techniques, Young Children, Games
Fontana, Leonard; Beckerman, Adela – Information Technology in Childhood Education Annual, 2004
This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…
Descriptors: Prevention, Video Games, Grade 2, Children
Glover, Sandy – Library Journal, 2005
What do poker and bridge have in common? Both are card games that originated in Europe (although poker's modern form developed in the frontier towns of the American West, while bridge still reflects its British heritage). Both use a regular 52-card playing deck, both involve bidding, and both have experienced renewed popularity in recent years.…
Descriptors: United States History, Play, Video Games, Alzheimers Disease
Hamalainen, Raija; Manninen, Tony; Jarvela, Sanna; Hakkinen, Paivi – Internet and Higher Education, 2006
To respond to learning needs, Computer-Supported Collaborative Learning (CSCL) must provide instructional support. The particular focus of this paper is on designing collaboration in a 3-D virtual game environment intended to make learning more effective by promoting student opportunities for interaction. The empirical experiment eScape, which…
Descriptors: Cooperation, Games, Educational Environment, Problem Solving
Moss, Mark – College Quarterly, 2004
Computer technology has impacted both the study and idea of history in a number of ways. The Internet has provided numerous web-sites for students to read, see and look into for historical information. Historians, both professional and public have also begun to utilize the computer in a variety of ways, both in academic terms as well as leisure…
Descriptors: History Instruction, Computer Uses in Education, Internet, Web Sites
Wright, Steven; McNeill, Michael; Fry, Joan; Wang, John – Physical Education and Sport Pedagogy, 2005
This study was designed to determine the extent to which a technical and a tactical approach to teaching a basketball unit to physical education teacher education (PETE) students would each affect their games playing abilities, perceived ability to teach, and approach preference for teaching the game. Pre- and post-unit data were collected through…
Descriptors: Physical Education, Play, Team Sports, Measures (Individuals)
Markey, Carmel; Power, Des; Booker, George – American Annals of the Deaf, 2003
The study focused on the development of the concept of fractions in a group of 11- and 12-year-old students who were deaf or hard of hearing. The approach implemented in the study relied extensively on the use of games with very little formal instruction. It emphasized the development of appropriate language to facilitate an understanding of the…
Descriptors: Partial Hearing, Deafness, Instructional Effectiveness, Mathematics Instruction
Russian Education and Society, 2004
In this chapter, the authors attempt not only to discern aspects that relate to age, place, and the amount of time devoted to playing computer games in adolescence, but also to study content characteristics of their attitudes such as: the developmental dynamic in the change of their genre preferences in computer games, changes in factors that…
Descriptors: Comparative Analysis, Student Attitudes, Games, Computers
MacKenty, Bill – School Library Journal, 2006
In this article, the author discusses how computer games can be used successfully in classrooms. The author also relates how one of his struggling students has become excited about learning when he introduced computer games as part of his lessons. The author also cites the factors that make computer games better in inspiring students over…
Descriptors: Computers, Educational Games, Teaching Methods, Student Motivation
Kamii, Constance; Miyakawa, Yoko; Kato, Yasuhiko – Journal of Research in Childhood Education, 2004
To study the developmental interrelationships among various aspects of logico-mathematical knowledge, 80 one- to 4-year-olds were individually asked to build "something tall" with 20 blocks. Percentages of new and significant behaviors increased with age and were analyzed in terms of the development of logico-mathematical relationships. It was…
Descriptors: Preschool Children, Mathematics Education, Elementary School Mathematics, Educational Games
Montana Office of Public Instruction, 2011
This report presents the 2011 Montana Youth Risk Behavior Survey high school student frequency distributions for American Indian students in urban schools. These frequency distributions are based upon surveys with 808 high school American Indian students in urban schools during February of 2011. Frequency distributions may not total 808 due to…
Descriptors: American Indians, American Indian Students, Urban Schools, Sexuality
Koppe, J., Comp. – 1973
This hand book is to be used in conjunction with Book Two of an English as a second language program for young aboriginal children. It outlines in detail suggested activities for each week of class, emphasizing oral and reading skills. There are numerous games, poems, and short stories. Also included are appendixes on teaching equipment,…
Descriptors: Bibliographies, Childrens Games, Class Activities, Educational Games
Wartella, Ellen; Caplovitz, Allison G.; Lee, June H. – Society for Research in Child Development, 2004
Interactive media have come of age. The range of interactive entertainment products, intended to be used by children in and out of school settings is growing: CD-ROMs, computers, the Internet, video games (for a variety of handheld and console platforms), interactive toys (including educational talking books), and a variety of wireless software…
Descriptors: Social Media, Toys, Computer Games, Video Games
Faria, Anthony J.; Wellington, William J. – Simulation & Gaming, 2004
An e-mail survey of 14,497 business faculty members across all disciplines at American Association of Collegiate Schools of Business member schools was undertaken to determine current business simulation game usage and thoughts about business simulation games. Issues such as how games are first adopted, objectives for game use, achievement of…
Descriptors: Foreign Countries, Educational Technology, Computer Assisted Instruction, Use Studies

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