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Robinson, J. N. – Adult Education, 1977
Describes an economics game for adult education designed to simulate the real world by setting up national economic policymaking in which participants can exercise their own judgment. Assesses some of the conclusions to be derived from the use of such a game. (MF)
Descriptors: Adult Education, Decision Making Skills, Economics Education, Educational Games
Peer reviewedWhite, Keith; Hohn, Robert; Tollefson, Nona – Journal of Research in Childhood Education, 1997
Studied goal setting by elementary students by utilizing a strategy of psychomotor and academic games. No grade level differences were observed; however, proportionally more second- through fourth-grade girls and fifth-grade boys were classified as realistic goal setters. Concludes elementary students can set realistic goals in academic and…
Descriptors: Academic Achievement, Childrens Games, Educational Games, Educational Objectives
Peer reviewedLopus, Jane; Placone, Dennis – Journal of Economic Education, 2002
Identifies a Web site providing information about stock market simulations for high school economics courses. Divides the information into two tables: (1) the structure of online stock market games; and (2) the determination of portfolio values of online stock market games. States that changes and updates are available at Web sites. (JEH)
Descriptors: Computer Assisted Instruction, Economics, Economics Education, Game Theory
Peer reviewedGlakas, Barbara A. – Journal of Physical Education, Recreation and Dance, 1991
Through cooperative games and play, children learn to share, empathize with others' feelings, and get along better. The article makes suggestions to physical educators on how to design games to teach students cooperative behaviors and how to incorporate them into class, noting four important game-design principles. (SM)
Descriptors: Childrens Games, Curriculum Development, Educational Games, Elementary Education
Peer reviewedFaria, A. J. – Simulation & Gaming, 1998
Updates a 1987 survey of business-school deans, business faculty, and training-and-development managers in industry that examined the extent to which simulation games were used in academia and business training programs. Findings show that simulation-game usage has grown over the past ten years with expectations for further growth. Contains 29…
Descriptors: Business Administration Education, Corporate Education, Educational Games, Educational Trends
Peer reviewedGaudart, Hyacinth – Simulation & Gaming, 1999
Discusses the introduction of games as a tool that student teachers can use when teaching English to speakers of other languages. Describes some of the games that have been tried and tested, reactions of the student teachers to the games, and problems that student teachers will face when attempting to use games in secondary schools in Malaysia.…
Descriptors: Educational Games, English (Second Language), Foreign Countries, Games
Peer reviewedMetcalf, Karen K.; Barlow, Amy; Hudson, Lisa; Jones, Elizabeth; Lyons, Dennis; Piersall, James; Munfus, Laureen – Journal of Interactive Instruction Development, 1998
Provides guidelines on how to adapt common games such as checkers, tic tac toe, obstacle courses, and memory joggers into interactive games in multimedia courseware. Emphasizes creating generic games that can be recycled and used for multiple topics to save development time and keep costs low. Discusses topic themes, game structure, and…
Descriptors: Computer Games, Computer Software Development, Computer Uses in Education, Cost Effectiveness
Danielsson, Karin; Wiberg, Charlotte – Interactive Technology and Smart Education, 2006
This paper reports on how prospective users may be involved in the design of entertaining educational computer games. The paper illustrates an approach, which combines traditional Participatory Design methods in an applicable way for this type of design. Results illuminate the users' important contribution during game development, especially when…
Descriptors: Games, Motivation, Educational Games, Computers
Pelletier, Caroline – E-Learning, 2005
Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their inherent pleasures, which are linked to increased motivation to learn. However, the relationship between pleasure, agency and motivation in educational…
Descriptors: Play, Educational Games, Learning Motivation, Educational Technology
Khine, Myint Swe, Ed.; Saleh, Issa M., Ed. – IGI Global, 2013
"Approaches and Strategies in Next Generation Science Learning" examines the challenges involved in the development of modern curriculum models, teaching strategies, and assessments in science education in order to prepare future students in the 21st century economies. This comprehensive collection of research brings together science educators,…
Descriptors: Teaching Methods, Science Education, Physical Sciences, Learning Theories
Lansiquot, Reneta D. – IGI Global, 2013
Involving two or more academic subjects, interdisciplinary studies aim to blend together broad perspectives, knowledge, skills, and epistemology in an educational setting. By focusing on topics or questions too broad for a single discipline to cover, these studies strive to draw connections between seemingly different fields. Cases on…
Descriptors: Enrichment, Organizational Change, Teaching Methods, Interdisciplinary Approach
Liljedahl, Peter, Ed.; Oesterle, Susan, Ed.; Allan, Darien, Ed. – Canadian Mathematics Education Study Group, 2012
This submission contains the Proceedings of the 2011 Annual Meeting of the Canadian Mathematics Education Study Group (CMESG), held at Memorial University of Newfoundland in St. John's, Newfoundland. The CMESG is a group of mathematicians and mathematics educators who meet annually to discuss mathematics education issues at all levels of learning.…
Descriptors: Foreign Countries, Conference Papers, Mathematics Education, Team Teaching
Franetovic, Marija – ProQuest LLC, 2012
Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…
Descriptors: Educational Environment, Virtual Classrooms, Cooperative Learning, Learner Engagement
Tüzün, Hakan; Arkun, Selay; Bayirtepe-Yagiz, Ezgi; Kurt, Funda; Yermeydan-Ugur, Benlihan – Journal of Educational Technology, 2008
In this study, researchers evaluated the usability of game environments for teaching and learning about mathematical functions. A 3-Dimensional multi-user computer game called as "Quest Atlantis" has been used, and an educational game about mathematical functions has been developed in parallel to the Quest Atlantis' technical and…
Descriptors: Computer Games, Educational Games, Program Evaluation, Instructional Effectiveness
Olson, Jo Clay – Teaching Children Mathematics, 2007
This article suggests how teachers can use questions while students play games to develop their mathematical reasoning. (Contains 4 figures.)
Descriptors: Thinking Skills, Teaching Methods, Mathematics Instruction, Mathematics Education

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