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Eskritt, Michelle; McLeod, Kellie – Journal of Experimental Child Psychology, 2008
When given the opportunity to take notes in memory tasks, children sometimes make notes that are not useful. The current study examined the role that task constraints might play in the production of nonmnemonic notes. In Experiment 1, children played one easy and one difficult memory game twice, once with the opportunity to make notes and once…
Descriptors: Recall (Psychology), Memorization, Child Psychology, Experimental Psychology
Oren, Ayala – Journal of Child Psychotherapy, 2008
Playing checkers, football or more recently, computer games, is an important part of the latency child's culture. The ability to play games demands a level of emotional development similar to that needed to cope with the emotional/developmental demands characteristic of latency. A game shared by the therapist and child provides a picture of the…
Descriptors: Play, Psychotherapy, Emotional Development, Games
Prensky, Marc – British Journal of Educational Technology, 2008
In the companion article, "Spirit of the Game: Empowering Students as Designers in Schools?", author Cher Ping Lim puts forth strong arguments supporting the creation and use of curricular, educational games in our schools and education. His essay ends with the question "Can students build such games?" This paper responds to this question and…
Descriptors: Educational Games, Computers, Student Role, Curriculum Development
Goeree, Michelle S.; Hinloopen, Jeroen – Journal of Economic Education, 2008
The authors describe a classroom experiment that illustrates the research and development investment incentives facing firms when technological spillovers are present. The game involves two stages in which student "sellers" first make investment decisions and then production decisions. The classroom game can be used to motivate…
Descriptors: Investment, Research and Development, Economics Education, Incentives
Abt, Clark C. – 1970
The author explores the ways in which games can be used to instruct, inform, and educate. The first chapter discusses games in a general manner. The next five chapters present the use of games for improving education, for guidance in occupational choice and training, and for solving problems and decision making in physical and social sciences,…
Descriptors: Career Choice, Cost Effectiveness, Disadvantaged, Educational Games
Peer reviewedMandell, Alan; Lucking, Robert – Journal of Computers in Mathematics and Science Teaching, 1989
Describes two expert programs including "One-Row NIM" and "TIC-TAC-TOE." Provides two programs written with BASIC and the explanations of the program. (YP)
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Computer Games, Computer Software
Peer reviewedKirsh, Steven J. – Childhood: A Global Journal of Child Research, 1998
Investigated the effects of playing violent versus non-violent video games on the interpretation of ambiguous provocation situation. Found that children playing a violent video game responded more negatively to three of six ambiguous provocation story questions than children playing the non-violent video game. Data suggest that playing violent…
Descriptors: Age Differences, Aggression, Attribution Theory, Bias
Gee, J. P. – Innovate: Journal of Online Education, 2005
A good instructional game, like many good commercial games, should be built around what the author calls "authentic professionalism." In such games, skills, knowledge, and values are distributed between the virtual characters and the real-world player in a way that allows the player to experience first-hand how members of that profession think,…
Descriptors: Learning Theories, Video Games, Cognitive Psychology, Video Technology
Gee, James Paul – E-Learning, 2005
This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on excellent methods for getting people to learn and to enjoy learning. The longer answer is more complex. Integral to this answer are the good principles of…
Descriptors: Video Games, Educational Games, Educational Principles, Computer System Design
Scholder, Amy; Zimmerman, Eric – E-Learning, 2005
This article is excerpted, with the permission of the editors and the publishers, from an edited book published by Peter Lang Publishing in conjunction with Eyebeam (www.eyebeam.org), a not-for-profit new media arts organization in New York City. It reproduces one of the book's four organizing "modules"--Games as Exchange--which focuses on new…
Descriptors: Interpersonal Relationship, Interaction, Learning Modules, Educational Games
Carliner, Saul, Ed.; Ostashewski, Nathaniel, Ed. – Association for the Advancement of Computing in Education, 2015
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia 2015: World Conference on Educational Media &…
Descriptors: Educational Technology, Technology Uses in Education, Action Research, Instructional Design
Weatherly, Michael – Speech Teacher, 1974
An index of appropriate games for nine areas of speech communication and information given on sources, cost, time required to play, grade level, number of players involved, and a brief description of each game. (CH)
Descriptors: Communication (Thought Transfer), Curriculum Enrichment, Educational Games, Games
Nation's Schools and Colleges, 1974
Short descriptive notes discuss new developments in curriculum, such as student use of television cameras to record vandalism damage; and development of new games in which the element of winning or losing is either eliminated or sharply deemphasized. (JF)
Descriptors: Audiovisual Aids, Childrens Games, Curriculum, Educational Games
Allred, Wallace; And Others – 1972
This simulation game begins with an introduction which lists the areas of study involved and presents some basic instructions. Rules and criteria for the simulation game are then presented, which state that each participant in the game is assigned a personality role, a position role, and a situation to which he will react. Descriptions of the…
Descriptors: Educational Administration, Educational Legislation, Game Theory, Management Games
Siedschlaw, Betty – 1976
This bibliography lists toys and games designed to aid children and young adults to master skills in the following areas: (1) communication; (2) concepts; (3) life; (4) math readiness; (5) motor; (6) reading; (7) music therapy; (8) sensory; and (9) social studies. Ten to thirty entries are described in each category, and a list of publishers is…
Descriptors: Basic Skills, Early Childhood Education, Educational Games, Games

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