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Rohnke, Karl – Zip Lines: The Voice for Adventure Education, 1999
Discusses the ways in which games change to adapt to new circumstances or needs. Looks at four games used in adventure- or experiential-education settings and the changes in procedures and props that developed over time. (SV)
Descriptors: Adventure Education, Experiential Learning, Games, Group Activities
Peer reviewedFalk, Ruma; Tadmor-Troyanski, Maayan – Teaching Statistics, 1999
Describes a game of chance in which players can maximize their expected gain by making appropriate decisions. Explains that developing an optimal strategy involves computing probabilities and conditional expected values. (Author/ASK)
Descriptors: Educational Games, Mathematics Instruction, Secondary Education, Statistical Analysis
Peer reviewedDietz, Tracy L. – Sex Roles: A Journal of Research, 1998
Examines the portrayal of women and the use of violent themes in 33 popular video games. The analysis reveals that traditional gender roles and violence are central to many games. There were no female characters in 41% of games with characters, and women were portrayed as sex objects in 28% of these games. (SLD)
Descriptors: Aggression, Females, Sex Role, Socialization
Peer reviewedCasbergue, Renee M.; Kieff, Judith – Childhood Education, 1998
Children now play more solitary games, perhaps missing benefits of traditional games such as jacks, marbles, and dominoes. Such games offer children of all backgrounds the opportunity to consolidate knowledge and skills, develop a more orderly way of thinking, and establish themselves with peers. By making these games available in classrooms,…
Descriptors: Childrens Games, Class Activities, Elementary Education, Play
Peer reviewedDixon, J.; Watkinson, R. – Mathematics in School, 1998
Presents two activities on pentominoes using geoboards and rectangles. (ASK)
Descriptors: Educational Games, Elementary Secondary Education, Mathematics Activities, Mathematics Instruction
Rodari, Gianni – Teaching and Learning Literature with Children and Young Adults, 1998
Depicts how any word chosen by chance can function as a magical word to exhume fields of memory and excite imagination. Details several word games of invention for children (such as the "fantastic binomial," using creative errors, and "Little Red Riding Hood in a Helicopter") that juxtapose normally unrelated words and that can…
Descriptors: Educational Games, Elementary Education, Imagination, Writing Instruction
Peer reviewedMetcalf, R. J. – Science Teacher, 1996
Describes a game designed to drill students on chemistry concepts in the context of football. Scoring details and sample questions are included. (DDR)
Descriptors: Chemistry, Educational Games, Educational Strategies, Science Activities
Peer reviewedDeavor, James P. – Journal of Chemical Education, 1996
Presents instructions and one game board to play Jeopardy in chemistry class. (MKR)
Descriptors: Chemistry, Educational Games, Higher Education, Science Activities
Krapp, JoAnn Vergona – School Library Media Activities Monthly, 2000
Presents a Holiday Trivia Quiz that is designed to highlight American holidays throughout the year. Includes primary questions for grades one through three and intermediate questions for grades three through six; bonus questions; and a writing activity to create a holiday for the month of August. (LRW)
Descriptors: Educational Games, Elementary Education, Holidays, Learning Activities
Peer reviewedMoy, Justin R.; Rodenbaugh, David W.; Collins, Heidi L.; DiCarlo, Stephen E. – Advances in Physiology Education, 2000
Introduces an educational game in pulmonary physiology developed for first-year medical students based loosely on the popular television game show, Who Wants to Be A Millionaire. Aims to provide students with an educational tool by which to review material previously presented in the class. (Author/YDS)
Descriptors: Educational Games, Higher Education, Medical Education, Physiology
Peer reviewedKemp, Sharon – Journal of European Industrial Training, 2002
Comparison of volunteers at the Olympic Games in Lillehammer in 1994 (n=200) and Sydney in 2000 (n=200) showed they were strongly motivated by national pride, social contact, and friendship. Learning was an important motivator for younger volunteers. Increased job and social skills and knowledge were common outcomes. (Contains 22 references.) (SK)
Descriptors: Foreign Countries, Motivation, Olympic Games, Participant Satisfaction
Carlson, Greg – Library Journal, 2004
A library collection is a community asset. Studies indicate that chess is a healthy mental pursuit for children of all skill levels; the educational nonprofit Chess-in-the-Schools. www.chessintheschool.org reports improvements in reading scores and a variety of other intellectual and social benefits for kids who accept the rigors and rewards of…
Descriptors: Games, Library Materials, Library Services, Literature Reviews
Wu, Dane W.; Uken, Nicole K. – International Journal of Mathematical Education in Science and Technology, 2005
Since the game SET[R] was first introduced to the public in 1993, it has stimulated some interesting studies. While the game itself is rather straightforward, a plethora of decent mathematical questions lies beneath the surface. It is perhaps because the game ties in so closely with such an underlying mathematical term that its implications can be…
Descriptors: Abstract Reasoning, Mathematical Concepts, Computation, Games
Marturano, Arlene – Science Scope, 2004
Games are a great way to help students make meaningful connections between abstract science concepts and vocabulary. This article describes three games the author uses to help students connect, review, and reinforce what they learn in the classroom: (1) Secrets; (2)Connections; and (3) Pairs of Opposites.
Descriptors: Scientific Concepts, Teaching Methods, Classroom Techniques, Science Instruction
Hayes, Elisabeth – TechTrends: Linking Research & Practice to Improve Learning, 2005
While video gaming has grown immensely as an industry over the last decade, with growing numbers of gamers around the globe, including women, gaming continues to be a very gendered practice. The apparent gender divide in video gaming has caught the attention of both the gaming industry and educators, generating considerable discussion and…
Descriptors: Video Games, Industry, Females, Fantasy

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