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Belka, David E. – Strategies: A Journal for Physical and Sport Educators, 2005
In the last decade or so, there has been a shift toward small-sided games played in smaller spaces, with limited rules and an emphasis on tactics. The goal of the current instruction is to use less complex game settings to develop players who then learn to make more appropriate and quicker tactical decisions. In this article, the author presents…
Descriptors: Games, Teaching Methods, Physical Education, Decision Making
Norton-Meier, Lori – Journal of Adolescent and Adult Literacy, 2005
The author discusses the influence of video games and other technologies on modern family life, drawing on her own experiences. The implications of digital and other "new" and multiple literacies are described, with reference particularly to the work of Patrick Shannon and James Paul Gee.
Descriptors: Video Games, Family Life, Family Literacy, Information Technology
Peer reviewedAgosto, Denise E. – Teacher Librarian, 2004
Over the last two decades, the topic of gender and computer gaming has generated much research interest. Researchers have examined a number of related issues, including the relative frequency with which girls and boys use computer games, the educational benefits of gaming and the types of educational games that appeal to girls. This article…
Descriptors: Toys, Females, Educational Benefits, School Libraries
Peer reviewedFisher, Diane; Phillips, Tony – Technology Teacher, 2004
On a gray, breezy day last September, thousands of people got in their cars and reluctantly left home. U.S. east coast highways were thick with traffic. Schools were closed. Businesses shut down. When powerful Hurricane Isabel arrived some 38 hours later, nearly everyone in the storm's path had fled to safety. Days later Vice Admiral Lautenbacher,…
Descriptors: Weather, Class Activities, Educational Games, Science Activities
Lainema, Timo; Nurmi, Sami – Computers and Education, 2006
This paper describes a dynamic computer-based business learning environment and the results from applying it in a real-world business organization. We argue for using learning tools, which not only provide realistic and complex models of reality, but are also are authentic, facilitate continuous problem solving and meaningful learning, and embed…
Descriptors: Educational Environment, Computer Simulation, Games, Training
Sawicki, Timothy – Teaching Elementary Physical Education, 2005
This article describes a game involving poly spots, frog bean bags, and a basket that can be used to assess locomotor activities, e.g., hopping and throwing, while also developing teamwork strategies and mathematical abilities.
Descriptors: Physical Activities, Educational Games, Teamwork, Mathematics Skills
Vlaev, Ivo; Chater, Nick – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2006
Existing models of strategic decision making typically assume that only the attributes of the currently played game need be considered when reaching a decision. The results presented in this article demonstrate that the so-called "cooperativeness" of the previously played prisoner's dilemma games influence choices and predictions in the current…
Descriptors: Games, Models, Decision Making, Cooperation
Ahamer, Gilbert – Campus-Wide Information Systems, 2005
Purpose: Aims to examine a negotiation-oriented and partly web-based game "Surfing Global Change" (SGC) invented by the author based on didactics of self-managed learning and successfully implemented in WebCT. Design/methodology/approach: Along three historic generations of web-based teaching (WBT), the key functionalities of any platform…
Descriptors: Computer Assisted Instruction, Internet, Web Based Instruction, Computers
Alden, Lori – Social Studies, 2003
In this article, the author discusses the educational frozen price game she developed to teach the basic economic principle of price allocation. In addition to demonstrating the advantages of price allocation, the game also illustrates such concepts as opportunity costs, cost benefit comparisons, and the trade-off between efficiency and equity.…
Descriptors: Economics Education, Supply and Demand, Educational Games, Learning Activities
Markel, William D. – Mathematics Teacher, 2005
This article describes the combinatorial thinking involved in computing one's score in the game of cribbage. It deals only with counting the hand; it does not describe the game in its entirety.
Descriptors: Mathematics Instruction, Puzzles, Educational Games, Computation
Sutton-Smith, Brian – American Journal of Play, 2008
A preeminent play-theory scholar reviews a lifetime devoted to the study of play in a lively, even playful, recounting of his illustrious career and some of its autobiographical roots. The author covers the development of his three major theories of play--as a viability variable, as culturally relative play forms, and as a co-evolutionary…
Descriptors: Play, Theories, Cultural Influences, Games
Bowes, David; Johnson, Jay – College Teaching Methods & Styles Journal, 2008
This paper describes classroom experiments in cooperative behavior as examples of experiential learning in economics classes. Several games are briefly discussed and a new game in cartel behavior is presented. In this game, Students make production decisions as a cartel and earn revenues based on their own output decision and the output decision…
Descriptors: Educational Experiments, Classroom Environment, Student Behavior, Experiential Learning
Lindsey-Glenn, Pam F.; Gentry, James E. – TEACHING Exceptional Children Plus, 2008
This case study examines the use of two assistive technologies, the Franklin Language Master 6000b and Microsoft PowerPoint 2003, as visual support systems to aid in the vocabulary acquisition skills of a student with autism spectrum disorder (ASD). The intervention used children's literature and best practices in teaching vocabulary skills in…
Descriptors: Childrens Literature, Intervention, Autism, Visual Aids
Brezhneva, Olga A. – Journal on Excellence in College Teaching, 2008
The Russian-educated author describes active-learning classroom activities that she created and implemented during her first experience teaching lower- and upper-level undergraduate mathematics courses in the United States. The article begins with a discussion of how the author incorporated humorous stories and memo-pictures into the classroom.…
Descriptors: Class Activities, Play, Teacher Effectiveness, Learning Activities
Druckman, Daniel; Ebner, Noam – Simulation & Gaming, 2008
In this article, the authors report the results of two experiments that explored hypotheses about the relative learning advantages of role-play and scenario design. The experiments were conducted with similar student populations in Australia and Israel. Using a matched-pairs design, participants were randomly assigned to design and role-play…
Descriptors: Control Groups, Play, Educational Change, Lecture Method

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