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Walford, Rex – 1969
Six games designed for classroom use are described in this book: 1) Shopping Game; 2) Bus Service Game; 3) North Sea Gas Game; 4) Railway Pioneers Game; 5) Development Game; and 6) Export Drive Game. The description of each game comprises a separate chapter, and includes information about the general aims of the game, how the various game elements…
Descriptors: Class Activities, Decision Making Skills, Educational Games, Elementary Education
Buse, Alleta Carol – ProQuest LLC, 2009
The purpose of this dissertation was to gain new insight into video game playing, exposure, and preferences as well as perceptions toward success with computers between students in computer related disciplines (CRD) and students in non computer related disciplines (NCRD). Perceptions toward success with computers were measured using a slightly…
Descriptors: Undergraduate Students, Video Games, Females, Self Efficacy
D'Ettorre, Jenna – Online Submission, 2009
The purpose of this paper is to share the results of a six-week research project (after baseline data was collected) that focused on three different strategies (flashcards, interactive games, and music) and their effectiveness in helping fifth grade students memorize the basic multiplication facts. Many teachers face a serious problem when their…
Descriptors: Mathematics Instruction, Grade 5, Middle School Students, Multiplication
Salemi, Michael K. – Journal of Economic Education, 2009
One of the most important challenges facing college instructors of economics is helping students engage. Engagement is particularly important in a large-enrollment Principles of Economics course, where it can help students achieve a long-lived understanding of how economists use basic economic ideas to look at the world. The author reports how…
Descriptors: Economics Education, Technology Uses in Education, Feedback (Response), Learner Engagement
Hsu, Shang Hwa; Wen, Ming-Hui; Wu, Muh-Cherng – Computers & Education, 2009
The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students' lives on both a physical and a psychological level. The purpose of this study…
Descriptors: Personality Traits, College Students, Games, Role Playing
Hromek, Robyn; Roffey, Sue – Simulation & Gaming, 2009
This article has two broad objectives: (a) It reviews the theoretical and practical literature on the use of games to facilitate social and emotional learning (SEL). (b) Based on this review, it argues that games are a powerful way of developing social and emotional learning in young people. In addition, we draw on our collective experience as…
Descriptors: Play, Educational Psychology, Emotional Development, Teaching Methods
Mehta, Shital – SchoolArts: The Art Education Magazine for Teachers, 2009
Can art be powerful enough as medium to connect two economically and culturally diverse groups of students totally unfamiliar with each other? The author put this question to the test by introducing a lesson on Madhubani, a traditional folk art from a remote region in India. The author describes how this activity gives students an opportunity to…
Descriptors: Foreign Countries, Folk Culture, Visual Arts, Painting (Visual Arts)
Oliver, Martin; Carr, Diane – British Journal of Educational Technology, 2009
Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play "World of Warcraft" together. Learning outcomes were…
Descriptors: Play, Learning Processes, Communities of Practice, Social Environment
Warburton, Steven – British Journal of Educational Technology, 2009
"Second Life" (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by…
Descriptors: Teaching Methods, Computer Assisted Instruction, Computers, Internet
Waters, John K. – T.H.E. Journal, 2007
This article reports the potential of online role-playing games to be a powerful tool for English as a second language (ESL) learning. When Professor Edd Schneider and game designer Kai Zheng suggested to attendees gathered in San Francisco last spring for the annual Game Developers Conference that massively multiplayer online role-playing games,…
Descriptors: Foreign Countries, Educational Technology, Language Skills, English (Second Language)
Rice, John W. – Journal of Educational Multimedia and Hypermedia, 2007
Computer video games are an emerging instructional medium offering strong degrees of cognitive efficiencies for experiential learning, team building, and greater understanding of abstract concepts. As with other new media adopted for use by instructional technologists for pedagogical purposes, barriers to classroom implementation have manifested…
Descriptors: Computers, State Standards, Team Training, Experiential Learning
von Heider, Molly – 1995
The range of games, rhymes, songs, and exercises for children collected in this book are based on Rudolf Steiner's educational philosophy and are designed to lay the foundation for sound later learning. The book's chapters are: (1) "Learning Aids"; (2) "The Early Years"; (3) "Foot Exercises: Kindergarten or Class I, 5-7…
Descriptors: Childrens Games, Educational Games, Elementary Education, Learning Activities
Derell, Gene R. – Sch Counselor, 1969
Descriptors: Counselor Role, Decision Making Skills, Educational Games, Game Theory
Leyh, Gene – Todays Educ, 1969
Descriptors: Childrens Games, Educational Games, Elementary Education, Field Studies
Brophy, P.; And Others – 1972
For thirteen months from June 1971 the Office for Scientific and Technical Information supported members of the Library Research Unit, University of Lancaster, in an investigation of the feasibility of designing computer-aided games to assist in teaching the principles and techniques of management to students of librarianship and information…
Descriptors: Administration, Educational Games, Information Science, Library Education

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