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Peer reviewedPeterson, David W. – School Psychology Review, 1981
This paper describes the application of game theory and its implications for the analysis of interpersonal interactions to supervision in school psychology. Both supervisor- and supervisee-initiated games are presented with examples of their influence upon supervision. Lastly, methods of minimizing the negative impact of games are discussed.…
Descriptors: Elementary Secondary Education, Game Theory, Games, Interprofessional Relationship
Ellington, Henry; Addinall, Eric – Simulation/Games for Learning, 1981
Designed for use with upper form secondary school and lower-tertiary level students, the three exercises described here each examine one aspect of the nuclear power debate in Great Britain. Each takes the form of a structured case study or debate. (LLS)
Descriptors: Educational Games, Games, Higher Education, Instructional Materials
Ericson, Jane Harris; And Others – Journal of Physical Education and Recreation, 1979
Three word puzzles are offered covering social, folk, and square dance terms and a description of a square dance for beginning to intermediate-level dancers. (JMF)
Descriptors: Classroom Games, Dance, Educational Games, Educational Media
Peer reviewedBall, Sara; Ball, Howard – English Journal, 1979
Discusses the advantages of video games in an educational setting, criteria to be used in selecting them, and their potential impact on teaching. (DD)
Descriptors: Childrens Games, Educational Games, Educational Media, Secondary Education
Peer reviewedGoodman, Frederick L. – Simulation & Gaming, 1995
Discussion of games and game-like exercises developed by the author at the University of Michigan focuses on the relationship between theory and practice in education. Highlights include simulation games, metaphoric games, literal games, and puzzle-based games. (LRW)
Descriptors: Educational Games, Game Theory, Higher Education, Metaphors
May, Lola – Teaching Pre K-8, 1993
Describes three simple games that do not involve numbers and that can be used to teach children problem-solving strategies and math skills. The games are Tick-Tack-Toe; Jest, a game that uses a blocking strategy; and Nim, a game that uses a capturing strategy. All three games force students to plan ahead and calculate possible outcomes using…
Descriptors: Childrens Games, Educational Games, Elementary Education, Mathematics Education
Peer reviewedJenkins, Henry – Educational Leadership, 2005
Statistics reveal that students spend more time on electronic games than on any other recreational activity and 32% admit to playing them during class. The gaming revolution contains lessons for teachers, and understanding the pedagogical potential of computer and video games and developing curriculum that supports the educational use of…
Descriptors: Video Games, Teaching Methods, Computer Uses in Education, Curriculum Development
Mecklin, Christopher J.; Donnelly, Robert G. – Journal of Statistics Education, 2005
In this paper, we consider some combinatorial and statistical aspects of the popular "Powerball" lottery game. It is not difficult for students in an introductory statistics course to compute the probabilities of winning various prizes, including the "jackpot" in the Powerball game. Assuming a unique jackpot winner, it is not difficult to find the…
Descriptors: Introductory Courses, Statistics, Games, Game Theory
Warren, Scott J.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Research on Technology in Education, 2008
Two major obstacles to using problem-based learning methods with writing in elementary school classrooms are the time it takes to design the learning environment and the time required for students to interact at their own pace with ill-structured problems used to spur student writing. This study examined whether game elements could be used along…
Descriptors: Problem Based Learning, Educational Environment, Teaching Methods, Elementary School Students
Gros, Begona – Journal of Research on Technology in Education, 2007
In recent years, electronic games have assumed an important place in the lives of children and adolescents. Children acquire digital literacy informally, through play, and neither schools nor other educational institutions take sufficient account of this important aspect. We consider that multimedia design for training and education should combine…
Descriptors: Educational Technology, Educational Games, Educational Environment, Computer Software Evaluation
Jones, William M. – 1985
Free-form games are applicable to a range of problem-solving situations. This document discusses gaming as a procedure for organized study of the complex problems entailed in confrontations and crises. The major focus of the booklet is on the various forms of this game type, the kinds of problems to which it is best adapted, and some approaches to…
Descriptors: Conflict, Conflict Resolution, Decision Making, Educational Games
Walcott, Charles; Walcott, Anne – 1976
Designed to improve undergraduate political science instruction, this monograph provides a guide to the design and use of simulations and games in the political science classroom. The book is divided into five chapters that stress the legitimate need and use of simulations and games. Chapter one outlines the background of simulations and games and…
Descriptors: Curriculum, Educational Games, Educational Objectives, Game Theory
Peer reviewedHirsch, Christian R. – Arithmetic Teacher, 1976
The game of Sprouts is explained, and some elementary graph theory notions and techniques of game analysis are introduced. (DT)
Descriptors: Educational Games, Elementary School Mathematics, Elementary Secondary Education, Game Theory
Peer reviewedMaruszewski, Richard F., Jr. – Mathematics and Computer Education, 1990
Describes a five-dice game, horse. Discusses the offensive player's strategy using the ideas of probability, such as counting outcomes, mutually exclusive events, conditional probabilities, zero sum games, and the use of computer. (YP)
Descriptors: College Mathematics, Computation, Computer Uses in Education, Educational Games
Peer reviewedLulli, Henry – School Science and Mathematics, 1989
Provided is a mathematical recreation to strengthen student mathematics skills. The object of the activity is to build up an expression using the four digits of the current year, without rearranging the digits and using combinations of operations, to equal a prescribed value. Descriptions and examples are included. (RT)
Descriptors: Educational Games, Experiential Learning, Game Theory, Games

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