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Judd, Wallace – Mathematics Teaching in the Middle School, 2007
This reprinted article from the November 1976 issue of "Arithmetic Teacher" describes a series of calculator games suitable for all levels from kindergarten through calculus.
Descriptors: Educational Games, Calculators, Mathematics Instruction, Teaching Methods
Dondi, Claudio; Moretti, Michela – British Journal of Educational Technology, 2007
This paper presents a methodological proposal elaborated in the framework of two European projects dealing with game-based learning, both of which have focused on "quality" aspects in order to create suitable tools that support European educators, practitioners and lifelong learners in selecting and assessing learning games for use in…
Descriptors: Foreign Countries, Learning Processes, Lifelong Learning, Instructional Materials
Kiili, Kristian – British Journal of Educational Technology, 2007
Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…
Descriptors: Experiential Learning, Educational Games, Problem Solving, Models
Williams, Donald L. – InSight: A Collection of Faculty Scholarship, 2007
The use of educational games such as crossword puzzles, word search puzzles, modified television game shows, or commercial board and card games are attempts to make learning more fun and motivational regardless of the level of educational experience. This article explains how I have employed the melding of many of these games into one motivational…
Descriptors: Educational Strategies, Educational Games, Educational Attainment, Scores
Warner, Laverne; Wilmoth, Linda – Dimensions of Early Childhood, 2007
Mrs. Keenan, a preschool teacher, observed her 3-year-old granddaughter Riley pull, tug, and stack piles of holiday boxes on the floor. She remembered that her child care director had suggested using boxes as a curriculum theme, but she hadn't given much thought about the idea until now. She said to herself, "I wonder if my children would be as…
Descriptors: Preschool Education, Learning Activities, Art Activities, Educational Games
Lankford, Bruce; Watson, Drennan – Simulation & Gaming, 2007
The RIVER BASIN GAME is a dialogue tool for decision makers and water users tested in Tanzania and Nigeria. It comprises a physical representation of a river catchment. A central channel flows between an upper watershed and a downstream wetland and has on it several intakes into irrigation systems. Glass marbles, representing water, roll down the…
Descriptors: Foreign Countries, Natural Resources, Figurative Language, Earth Science
Streich, Philip; Levy, Jack S. – Journal of Conflict Resolution, 2007
Although many decisions involve a stream of payoffs over time, political scientists have given little attention to how actors make the required tradeoffs between present and future payoffs, other than applying the standard exponential discounting model from economics. After summarizing the basic discounting model, we identify some of its leading…
Descriptors: Political Science, Scientists, Models, Economics
Wolf, James R.; Myerscough, Mark A. – Journal of Economic Education, 2007
The authors describe a classroom game used to teach students about the impact of reputations in markets with asymmetric information. The game is an extension of Holt and Sherman's lemons market game and simulates a market under three information conditions. In the full information setting, all participants know both the quality and the price of…
Descriptors: Educational Games, Feedback (Response), Economics Education, Free Enterprise System
Bilalic, Merim; McLeod, Peter; Gobet, Fernand – Intelligence, 2007
Although it is widely acknowledged that chess is the best example of an intellectual activity among games, evidence showing the association between any kind of intellectual ability and chess skill has been remarkably sparse. One of the reasons is that most of the studies investigated only one factor (e.g., intelligence), neglecting other factors…
Descriptors: Intelligence, Correlation, Games, Cognitive Ability
Blackmore, Tim – Bulletin of Science, Technology & Society, 2007
In the late 20th and early 21st centuries, increased computing power has made possible extraordinary leaps in film special effects. This article argues that special effects developed since the beginning of digital animation, when coupled with standard editing room techniques (jump cuts, cutaways), have brought us to an era where the eye cannot…
Descriptors: Human Body, Films, Multimedia Materials, Visual Stimuli
Lambert, E. Beverley – Early Years: An International Journal of Research and Development, 2007
This study investigated the use of diagrammatic representation as an aid for recalling a past event for 30 4-5-year-olds in their preschool year prior to commencing primary school. The children were randomly placed into one of two groups: "talkers" (verbal memory) or "drawers" (diagrammatic memory). They were interviewed individually, both one day…
Descriptors: Recall (Psychology), Preschool Children, Memory, Interviews
Williams, Pia – Early Child Development and Care, 2007
This study describes children's awareness of what it means to teach a game to a peer where the act of teaching becomes expression of the child's possible awareness. Awareness is defined as the attention to different aspects of the teaching process shown by the teaching child, sometimes through their own verbal reflection. This implies an…
Descriptors: Teaching Methods, Peer Teaching, Games, Elementary School Students
Vie, Stephanie – E-Learning, 2008
This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this genre. As games are both entertaining and educational, their use in the technical communication classroom provides a new perspective on multimodal…
Descriptors: Technical Writing, Video Games, Communication Skills, College Students
Neuenschwander, Bryn – E-Learning, 2008
The open-ended, informal, and socially negotiated nature of role-playing games creates a distinct learning challenge for newcomers to the hobby. The explicit rules of the game provide only an incomplete framework for structuring the actions of players, and the expectations and mores of a given group will add other, unspoken rules that discourage…
Descriptors: Cues, Games, Role Playing, Acculturation
Calvert, Sandra L. – Future of Children, 2008
Marketing and advertising support the U.S. economy by promoting the sale of goods and services to consumers, both adults and children. Sandra Calvert addresses product marketing to children and shows that although marketers have targeted children for decades, two recent trends have increased their interest in child consumers. First, both the…
Descriptors: Advertising, Video Games, Audiences, Marketing

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