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O'Shea, Helen – Australian Primary Mathematics Classroom, 2009
Teachers and researchers work hard to discover the most effective ways of teaching mathematics in the primary classroom. When searching for new tasks to teach or ways to adapt a task to fit the class's profile, they often "phone a friend," drawing on the know-how and knowledge of colleagues and experts. Other articles in this issue…
Descriptors: Grade 5, Mathematics Instruction, Teaching Methods, Grade 6
Yopp, Hallie Kay; Yopp, Helen – Young Children, 2009
Noticing and being able to manipulate the sounds of spoken language-phonological awareness-is highly related to later success in reading and spelling. The authors define and explain the levels of phonological awareness-syllable awareness, onset-rime awareness, phoneme awareness. They give teachers step-by-step instructions for implementing a…
Descriptors: Play, Phonology, Phonological Awareness, Young Children
Altieri, Jennifer L. – Teaching Children Mathematics, 2009
Enjoyable literacy strategies help elementary teachers reinforce students' mathematics knowledge. This article shares a number of literacy strategies that can easily connect with mathematics. These strategies include word associations, multimeaning word cards, and games. (Contains 7 figures.)
Descriptors: Learning Strategies, Associative Learning, Content Area Reading, Elementary School Mathematics
Chapman, Katherine – 1973
Designed to help teachers maximize outcomes from using any social simulation/game, these guidelines are one part of a project which attempts to provide analytical and critical information on the use of simulation/games in social studies classrooms. The general approach of the guidelines is applicable to any of the simulation type activities now…
Descriptors: Educational Games, Educational Philosophy, Educational Research, Elementary Education
San Jose Unified School District, CA. – 1972
A course intended to upgrade essential reading and mathematics skills in students who show poor performance or negative attitudes towards school has been developed at A. Lincoln High School in San Jose, California. Called Project R-3, it seeks to motivate students by emphasizing student readiness, subject relevance, and learning reinforcement…
Descriptors: Curriculum Guides, Educational Games, Game Theory, Games
Shirai, Hiroaki; Tanabu, Motonari; Terano, Takao; Kuno, Yasushi; Suzuki, Hisatoshi; Tsuda, Kazuhiko – Simulation & Gaming, 2003
This article describes the authors' experience of developing a business gaming course for business people in Japan. The course that was developed consists of (a) simple gaming experiments among multiple students using ALEXANDER ISLANDS, a tiny business game on the World Wide Web; (b) lectures to make the students understand the core concepts of…
Descriptors: Business Administration Education, Foreign Countries, Games, Computer Games
Aarsand, Pal Andre – Childhood: A Global Journal of Child Research, 2007
In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to…
Descriptors: Age Differences, Video Games, Family Life, Ethnography
Keh, Huan-Chao; Wang, Kuei-Min; Wai, Shu-Shen; Huang, Jiung-yao; Hui, Lin; Wu, Ji-Jen – International Journal of Distance Education Technologies, 2008
Distance learning in advanced military education can assist officers around the world to become more skilled and qualified for future challenges. Through well-chosen technology, the efficiency of distance-learning can be improved significantly. In this paper we present the architecture of Advanced Military Education-Distance Learning (AME-DL)…
Descriptors: Distance Education, Educational Technology, Military Personnel, Electronic Learning
Revere, Lee; Elden, Max; Bartsch, Robert – International Journal for the Scholarship of Teaching and Learning, 2008
This study examines a method to decrease social loafing in a group examination. Students who met in teams during the semester took an exam in groups. Rules for the exam, based on the Jeopardy game show, facilitated both group and individual accountability. Feedback from students indicated that compared to a class that did not have group exams,…
Descriptors: Group Testing, Test Construction, Feedback (Response), Cooperative Learning
Hamm, Mary; Adams, Dennis – Eye on Education, 2008
This book offers practical recommendations to reach every student in a K-8 classroom. Research-based and written in a teacher-friendly style, it will help teachers with classroom organization and lesson planning in math and science. Included are math and science games, activities, ideas, and lesson plans based on the math and science standards.…
Descriptors: Classroom Techniques, Lesson Plans, Games, Class Activities
Murriello, Sandra E.; Knobel, Marcelo – Journal of Museum Education, 2008
This article offers findings from a learning sciences-informed evaluation of a nanoscience and nanotechnology exhibition called Nano-Aventura (NanoAdventure), based on four interactive-collaborative games and two narrated videos. This traveling exhibition was developed in Brazil by the Museu Exploratorio de Ciencias for children and teenagers…
Descriptors: Computer Assisted Instruction, Teaching Methods, Foreign Countries, Exhibits
Roberts, Donald F.; Foehr, Ulla G. – Future of Children, 2008
American youth are awash in media. They have television sets in their bedrooms, personal computers in their family rooms, and digital music players and cell phones in their backpacks. They spend more time with media than any single activity other than sleeping, with the average American eight- to eighteen-year-old reporting more than six hours of…
Descriptors: Ethnicity, Socioeconomic Status, Music, Video Games
Shenton, Andrew K. – Journal of Librarianship and Information Science, 2008
Little research has investigated young people's use of school computers outside lessons, a deficiency that prompted the writing of this paper. The ICT-related behaviour of pupils within the Resource Centre of an English high school is scrutinized, with data collected through observation and online questionnaire. The computers, which were…
Descriptors: High Schools, Age, Games, Leisure Time
Simpson, Elizabeth; Clem, Frances A. – Middle School Journal (J1), 2008
During the fall 2005 semester, an eighth grade teacher in a Laramie, Wyoming, middle school made an urgent plea for more progressive tools for a beginning computers course. Janet Johnson, a veteran teacher returning to the classroom after a hiatus of 10 years, was frustrated with the apparent lack of motivation and engagement by the students. She…
Descriptors: Video Games, Pilot Projects, School Districts, Grade 8
Smith, Thomas B. – English Journal, 2008
Integrating vocabulary games and activities more often into the structure of the day, Thomas B. Smith establishes a word-rich environment for high school students to experiment with unfamiliar words in varying, playful contexts. Smith asserts that giving frequent opportunities for hearing, speaking, and writing in the typical context of the day is…
Descriptors: Vocabulary, Vocabulary Development, High School Students, Educational Games

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