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St. Pierre, Carol – 1971
R. Buckminster Fuller's World Game is a scientific means for discovering the expeditious ways of employing the world's resources to provide a higher standard of living for all humanity. The philosophy behind the game is the exploration of resources to do more with less, or to combine two or more actions to produce a result greater than the sum of…
Descriptors: Computer Oriented Programs, Futures (of Society), Game Theory, Games
Manley, Doreen E. – English for Immigrants, 1968
An eclectic approach to the teaching of English as a second language stresses the notion of play in the development of motivation. Linked with a variety of play activities, language acquisition, it is felt, becomes natural and meaningful for the student. Numerous examples are included. (RL)
Descriptors: Educational Games, Elementary Education, English Instruction, English (Second Language)
Project SESAME, Danville, PA. – 1969
The principal objective of Project Sesame is to improve opportunities for pupil learning by developing a model for the coordination of smaller school districts' innovative ventures; a related objective is the stimulation of professional staff. This Project Sesame document lists educational games (K-12) developed at workshops by teachers in a…
Descriptors: Annotated Bibliographies, Class Activities, Educational Games, Educational Innovation
Livingston, Samuel A.; Kidder, Steven J. – 1972
The research study measures changes in political attitudes of high school students after playing the game "Democracy." The primary purpose of the experiment was to determine if role identification and game structure are primarily responsible for the effects of the game upon the player's attitudes. The player takes the role of a congressman who…
Descriptors: Attitude Change, Democracy, Educational Games, Educational Research
Office of Civil Defense (DOD), Washington, DC. – 1971
Thirty-four classroom games are listed in this self-contained guide for the purpose of teaching civil defense concepts and protective content as an integral part of the K-12 social studies curriculum. Objectives of the games in this book are: to develop an awareness of civil defense; to learn vocabulary used in civil defense functions; and, to…
Descriptors: Civil Defense, Class Activities, Community Programs, Concept Teaching
American Psychological Association, Washington, DC. Clearinghouse on Precollege Psychology. – 1972
The objective of the summary sheets is to inform teachers and educators about available instructional materials for elementary school behavioral sciences. Emphasis in this first compilation is upon presenting projects, but a few games are included. Selection criterion is based upon whether the study of human behavior is the central focus, and…
Descriptors: Anthropology, Behavioral Sciences, Civics, Class Activities
Callahan, Dorothea T. – 1976
This document reports on the development of a group of new games for teaching the metric system in the elementary school. The preliminary steps in getting teachers involved in the project are discussed, and details are given concerning the procedures for developing and evaluating the games. An inventory of 12 games is presented; for each game the…
Descriptors: Curriculum, Educational Games, Elementary School Mathematics, Elementary Secondary Education
McConochie, Jean – TESL Talk, 1978
Various activities designed to motivate adult learners of English as a second language are described, including the use of jokes, nicknames, evening news, card games, and short stories. (HP)
Descriptors: Adult Education, Adult Students, Class Activities, Educational Games
Peer reviewedSamuel, Oliver – Medical Teacher, 1986
Describes a teaching game designed to train clinicians about effective management practices and strategies. Provides the goals and objectives of the same, along with the specific instructions for participants involved in this simulated operation of an imaginary health center. (TW)
Descriptors: College Science, Decision Making, Educational Games, Higher Education
Kahn, Ken – 1999
ToonTalk is an animated interactive world inside of which one can construct a very large range of computer programs. These programs are not constructed by typing text or arranging icons, but by taking actions in this world. Robots can be trained, birds can be given messages to deliver, and so on. This paper describes the design and preliminary…
Descriptors: Authoring Aids (Programming), Children, Computer Assisted Instruction, Computer Games
Peer reviewedPray, Thomas F.; Gold, Steven – Simulation & Gaming, 1991
Reviews 10 computerized business simulations used to teach business policy courses, discusses problems with measuring performance, and presents a statistically based approach to assessing performance that permits individual team goal setting as part of the computer model, and allows simulated firms to start with different financial and operating…
Descriptors: Algorithms, Business Administration Education, Comparative Analysis, Computer Simulation
Peer reviewedTakata, Susan R. – Teaching Sociology, 1997
Contends that the game of "musical chairs" demonstrates how students learn about competition versus cooperation as well as a variety of sociological concepts and theories. Outlines material requirements and rules for playing the game, and suggests methods for post-game debriefings. Notes sociological applications and implications that can be…
Descriptors: Antisocial Behavior, Conflict, Cooperation, Educational Games
Habgood, M. P. J.; Ainsworth, S. E.; Benford, S. – Simulation & Gaming, 2005
Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone, exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning…
Descriptors: Educational Games, Fantasy, Instructional Effectiveness, Student Motivation
Thomas, Siobhan – Simulation & Gaming, 2006
Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning.…
Descriptors: Foreign Countries, Video Games, Educational Games, Multimedia Materials
Kiili, Kristian – Australasian Journal of Educational Technology, 2005
The purpose of this paper is to present a participatory multimedia learning model for use in designing multimedia learning environments that support an active learning process, creative participation, and learner engagement. Participatory multimedia learning can be defined as learning with systems that enable learners to produce part of the…
Descriptors: Educational Games, Active Learning, Multimedia Instruction, Epistemology

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