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Siegel, Peter – Physics Teacher, 2007
We present a fun activity that can be used to introduce students to error analysis: the M&M game. Students are told to estimate the number of individual candies plus uncertainty in a bag of M&M's. The winner is the group whose estimate brackets the actual number with the smallest uncertainty. The exercise produces enthusiastic discussions and…
Descriptors: Error of Measurement, Educational Games, Science Instruction, Teaching Methods
Reese, Curt; Wells, Terri – Simulation & Gaming, 2007
This article describes a game used for teaching discussion skills to English as a Second Language (ESL) students. It was originally designed for students wanting to prepare for graduate study at U.S. universities has been since used for other ESL students wanting to improve conversation skills. The game focuses on common phrases helpful for…
Descriptors: Graduate Study, English (Second Language), Teaching Methods, Discussion
Zhong, Chen-Bo; Loewenstein, Jeffrey; Murnighan, J. Keith – Journal of Conflict Resolution, 2007
The long history of experimental research on the prisoner's dilemma (PD) has primarily used a methodology that eliminates cues to participants. Researchers, however, have interpreted participants' choices as cooperative or competitive. The authors' research shows that giving participants researchers' interpretive labels of the game, the choices,…
Descriptors: Game Theory, Cooperation, Trust (Psychology), Labeling (of Persons)
Pasupathi, Monisha; Alderman, Katarzyna; Shaw, David – Discourse Processes: A Multidisciplinary Journal, 2007
Discourse and self-perceptions are likely to be related in bidirectional ways. That is, people's self-perceptions are likely to shape their discourse behavior, but their (and their partners') discourse behavior in turn will shape their subsequent self-perceptions. To provide empirical evidence for this proposal, we conducted a study in which pairs…
Descriptors: Interpersonal Communication, Self Concept, Metacognition, Computers
Butts, Carter T.; Rode, David C. – Social Forces, 2007
We define a "hot potato" to be a good that may be traded a finite number of times, but which becomes a bad if and when it can no longer be exchanged. We describe a game involving such goods, and show that non-acceptance is a unique subgame perfect Nash equilibrium for rational egoists. Contrastingly, experiments with human subjects show…
Descriptors: Play, Participant Characteristics, Value Judgment, Economic Factors
McCannon, Bryan C. – Journal of Economic Education, 2007
The author describes a course designed to build the critical thinking skills of undergraduate economics students. The course introduces and uses game theory to study the Bible. Students gain experience using game theory to formalize events and, by drawing parallels between the Bible and common economic concepts, illustrate the pervasiveness of…
Descriptors: Critical Thinking, Thinking Skills, Game Theory, Biblical Literature
Warschauer, Mark; Liaw, Meei-Ling – National Institute for Literacy, 2010
Although information and communication technologies have become an integral part of life in the United States, they have not yet been adequately integrated into adult language and literacy programs. This raises concerns because of the potential value of technology for enhancing learning and because of the vital role of technological proficiency as…
Descriptors: Technological Advancement, Information Technology, Technology Uses in Education, Adult Literacy
Baschera, Gian-Marco; Gross, Markus – International Journal of Artificial Intelligence in Education, 2010
We present an inference algorithm for perturbation models based on Poisson regression. The algorithm is designed to handle unclassified input with multiple errors described by independent mal-rules. This knowledge representation provides an intelligent tutoring system with local and global information about a student, such as error classification…
Descriptors: Foreign Countries, Spelling, Intelligent Tutoring Systems, Prediction
A Web-Based Lean Simulation Game for Office Operations: Training the Other Side of a Lean Enterprise
Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank – Simulation & Gaming, 2010
This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…
Descriptors: Educational Games, Administrators, Manufacturing, Business Administration
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Sirinterlikci, Arif; Zane, Linda; Sirinterlikci, Aleea L. – Journal of Technology Studies, 2009
This article presents an initiative that is based on active learning pedagogy by engaging elementary and middle school students in the toy design and development field. The case study presented in this article is about student learning experiences during their participation in the TOYchallenge National Toy Design Competition. Students followed the…
Descriptors: Middle School Students, Active Learning, Toys, Cognitive Processes
BUELL, CHARLES E. – 1966
A PRACTICAL RATHER THAN A THEORETICAL REFERENCE GUIDE, THE BOOK DISCUSSES THE NEED OF THE BLIND OR VISUALLY IMPAIRED CHILD FOR PHYSICAL EDUCATION. PAST AND PRESENT PROGRAMS IN PUBLIC AND RESIDENTIAL SCHOOLS, RECREATION AND LEISURE TIME ACTIVITIES (A GUIDE FOR PARENTS), SPORTS AND INTERSCHOLASTIC COMPETITION, ACTIVE GAMES, CONTESTS, RELAYS, AND…
Descriptors: Achievement Rating, Athletics, Blindness, Case Studies
Allen, Layman E.; Main, Dana B. – 1973
This study focuses on the affective dimension of learning as influenced by a learning environment organized around instructional gaming. Experimental and control classes of seventh- and eighth-grade students taught by the same teachers for both semesters participated in the 1972-73 study. The experimental learning environment contained three…
Descriptors: Affective Behavior, Attendance Patterns, Attitudes, Class Activities
Peer reviewedMuri, Simone Alter – Early Childhood Education Journal, 1996
Suggests that children involved in the process of creating games from other cultures gain an increased interest in learning about other cultures and increased cognitive, social, and interpersonal skills. Notes that stressing commonalities by making games rather than focusing on differences fosters sensitivity and a greater understanding of others.…
Descriptors: Childrens Games, Cross Cultural Studies, Cultural Activities, Cultural Awareness
Matthias, Diana C. J.; Grey, Richard – 1994
This game, designed for use in the Snite Museum of Art, Knott Beckman Gallery, Indiana, focuses on some of the different types of travel depicted in gallery paintings from 16th and 17th century Europe. The questions, with multiple choice answers, encourage viewers to find details of every day life, and to consider whether their meaning is…
Descriptors: Art, Art Activities, Art Education, Art History

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