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Calvert, Donald E. – Training Develop J, 1970
The value of simulation through management games depends on realism, timely feedback, a balance between simplicity and sophistication, and the trainer's own ingenuity and initiative. (LY)
Descriptors: Management Games, Simulation
Westgaard, Odin – Performance and Instruction, 1994
Describes a card game to help explain the nature of chaos, its characteristics, and how it can be encountered with confidence. Topics discussed include the unpredictability of chaos, the fact that it cannot be avoided, and relieving the effects of chaos. (LRW)
Descriptors: Chaos Theory, Games
Kahan, David – Teaching Elementary Physical Education, 2006
Over the past 10 years a number of articles pertaining to teaching tennis to elementary and middle school students have appeared (see Resources at the end of this article). These articles have focused on topics such as tactical play, basic skill instruction and drill, teaching progressions, organizational methods, and fitness development. While…
Descriptors: Racquet Sports, Games
Lewins, Shelagh – Physics Education, 2004
This paper gives a brief introduction to computer games and the way they are created. It also discusses the relevance of physics to those creating computer games and gives examples of real situations where the author has made use of skills that she learned as a physicist.
Descriptors: Computers, Games, Physics
Rice, John – Journal of Technology and Teacher Education, 2007
Computer video games have become highly interesting to educators and researchers since their sophistication has improved considerably over the last decade. Studies indicate simple video games touting educational benefits are common in classrooms. However, a need for identifying truly useful games for educational purposes exists. This article…
Descriptors: Cognitive Processes, Thinking Skills, Video Games, Evaluation Methods
Sanford, Kathy; Madill, Leanna – Canadian Journal of Education, 2007
In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys' time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that…
Descriptors: Video Games, Literacy, Males, Adolescents
Buckingham, David; Burn, Andrew – Journal of Educational Multimedia and Hypermedia, 2007
If we intend to teach through educational media, we also have to teach about those media. This article explores the implications of this perspective for the use of computer games in the classroom. It seeks to explain why and how teachers might teach about computer games as a medium in their own right, just as they teach about film or television or…
Descriptors: Educational Media, Computers, Games, Teaching Methods
Reed, Tammy Dotson – ProQuest LLC, 2010
Illiteracy rates are increasing. The negative social and economic effects caused by weak reading skills include political unrest, social and health service inequality, poverty, and employment challenges. This quantitative study explored the proposition that the use of computer software games would increase reading achievement in second grade…
Descriptors: Reading Fluency, Reading Achievement, Standardized Tests, Computer Software
Rideout, Victoria J.; Foehr, Ulla G.; Roberts, Donald F. – Henry J. Kaiser Family Foundation, 2010
This study is one of the largest and most comprehensive publicly available sources of information on the amount and nature of media use among American youth: (1) It includes a large national sample of more than 2,000 young people from across the country; (2) It covers children from ages 8 to 18, to track changes from childhood through the…
Descriptors: Children, Adolescents, Young Adults, Mass Media Use
Ares, Nancy – Yearbook of the National Society for the Study of Education, 2010
O'Connor and Penuel (2010) argue that viewing research in education as a human science requires explicit attention to social, cultural, historical, and institutional dimensions of human activity, to the agency of participants in learning research, and to the importance of incorporating "emic" perspectives that shift the voice of the…
Descriptors: Action Research, Research Methodology, Educational Practices, Educational Change
Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
Shih, Ju-Ling; Shih, Bai-Jiun; Shih, Chun-Chao; Su, Hui-Yu; Chuang, Chien-Wen – Computers & Education, 2010
Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games and their corresponding cognitive levels, then designs and develops a problem-solving game in…
Descriptors: Learning Strategies, Cooperative Learning, Problem Solving, Elementary School Students
Bellotti, Francesco; Berta, Riccardo; De Gloria, Alessandro; Primavera, Ludovica – British Journal of Educational Technology, 2010
Serious virtual worlds (SVWs) represent a great opportunity for learning and should embed a lot of high-quality contextualised information so that the player can take the most from his or her exploration of the environment. This requires defining new methodologies and tools for effective production. We have investigated this issue in implementing…
Descriptors: Foreign Countries, Cultural Background, Educational Games, Learning Theories
Anderson, Craig A.; Shibuya, Akiko; Ihori, Nobuko; Swing, Edward L.; Bushman, Brad J.; Sakamoto, Akira; Rothstein, Hannah R.; Saleem, Muniba – Psychological Bulletin, 2010
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past…
Descriptors: Research Design, Antisocial Behavior, Video Games, Aggression
Marquez, Nancy, Ed.; And Others – 1977
Games, both from the folklore heritage of children in Spanish-speaking countries and those created in the classroom, are excellent ways to teach language to children because they accomplish their language goals while entertaining and involving the children, often physically. Most games, because they are rigidly patterned and repetitious, are…
Descriptors: Childrens Games, Educational Games, Elementary Education, Games

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