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Taber, Nancy – Simulation & Gaming, 2008
This article is based on an innovative research project with academics, software developers, and organizational pilot sites to design and develop elearning software for an emergency response simulation with supporting collaborative tools. In particular, this article focuses on the research that the author has conducted to provide the theoretical…
Descriptors: Emergency Programs, Educational Technology, Electronic Learning, Emergency Medical Technicians
Lynch, Martin A.; Tunstall, Richard J. – Simulation & Gaming, 2008
A growing body of evidence suggests that relevant, well-designed simulations can make a valuable contribution to students' experiences in training and education and go some way toward meeting the expectations of students who have grown up with immersive, computer-mediated games. Within universities, many barriers exist that may prevent the…
Descriptors: Creativity, Educational Philosophy, Partnerships in Education, Educational Games
Price, Colin B. – Simulation & Gaming, 2008
Commercial computer games contain "physics engine" components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a…
Descriptors: Physics, Computers, Games, Science Education
Brown-Schmidt, Sarah; Tanenhaus, Michael K. – Cognitive Science, 2008
Two experiments examined the restriction of referential domains during unscripted conversation by analyzing the modification and online interpretation of referring expressions. Experiment 1 demonstrated that from the earliest moments of processing, addressees interpreted referring expressions with respect to referential domains constrained by the…
Descriptors: Eye Movements, Language Processing, Pragmatics, Experiments
Taylor, Marcus K.; Gould, Daniel; Rolo, Cristina – High Ability Studies, 2008
Until recently, no self-report instruments have examined psychological skills use in both practice and competition. In light of the significant role of practice in sport performance outcomes, a need exists to measure these skills in both domains. This study was designed to investigate differences in performance strategies of US Olympians in both…
Descriptors: Predictor Variables, Competition, Discriminant Analysis, Psychological Characteristics
Thorne, Steven L.; Reinhardt, Jonathon – CALICO Journal, 2008
In this article we propose the pedagogical model "bridging activities" to address advanced foreign language proficiency in the context of existing and emerging internet communication and information tools and communities. The article begins by establishing the need for language and genre-focused activities at the advanced level that attend to the…
Descriptors: Web Sites, Electronic Publishing, Metalinguistics, Second Languages
Gilbert, Juan E. – Chronicle of Higher Education, 2008
Although the author is a computer scientist, he has been involved with issues of diversity for many years. He developed an online gamelike environment to teach inner-city kids algebra, using culturally relevant learning technologies, and he has applied data-mining techniques to help universities admit diverse classes without relying on just one…
Descriptors: Higher Education, Interdisciplinary Approach, Disproportionate Representation, Computer Science
Allison, John – Learning, Media and Technology, 2008
This paper will undertake a critical review of the impact of virtual reality tools on the teaching of history. Virtual reality is useful in several different ways. History educators, elementary and secondary school teachers and professors, can all profit from the digital environment. Challenges arise quickly however. Virtual reality technologies…
Descriptors: Computer Simulation, Secondary School Teachers, Elementary School Teachers, College Faculty
Ranalli, Jim – Computer Assisted Language Learning, 2008
With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…
Descriptors: Computers, Games, Computer Simulation, Virtual Classrooms
Schrand, Tom – College Teaching, 2008
Educational technology is seldom used to facilitate more active student learning in the classroom. Instructors who have mastered PowerPoint, however, could just as easily learn to create simple pieces of interactive multimedia that encourage student participation in learning tasks and that appeal to multiple intelligences and learning styles.…
Descriptors: Multiple Intelligences, Student Participation, Active Learning, Educational Technology
Elliott, Jan, Comp.; McCleary, Linda, Comp. – 1996
Intended to encourage children of all ages to read over the summer, this manual presents library-based programs, crafts, displays, and events with an Olympic theme. Based on responses to earlier Arizona Reading Programs, the manual includes more preschool material, age range suggestions on crafts and programs, and more clip art than earlier…
Descriptors: Creative Activities, Elementary Secondary Education, Enrichment Activities, Library Extension
Schilling, Dianne; Akin, Terri – 1993
This book presents a collection of classic and new games for early childhood educators to use with young children. Examples of classic games included are "Hide and Seek,""Hop-scotch," and "Hang Man." Also included are playful inventions which emphasize individual challenge, along with group activity, cooperation, and caring. The book's…
Descriptors: Child Development, Childrens Games, Cognitive Development, Creative Thinking
Lowe, Norman K., Ed. – 1988
Toys and games play a large part in the early development of children. This book is a resource document on low-cost, educational activities for children in the primary and early secondary levels of education. Section 1 sets the scene with regard to toys and games as well as to curriculum development trends and activities at the primary level of…
Descriptors: Educational Games, Elementary School Science, Elementary Secondary Education, Games
Payne, Charles, Comp.; Carter, Ted, Comp. – 1977
Eighty-six journal references cite games to promote multicultural education in elementary and junior high schools. The games are divided into the following curriculum areas: (1) social studies, (2) reading, (3) math, (4) language arts, (5) speech, (6) science, (7) health and safety, (8) home economics, (9) physical education, (10) music, and (11)…
Descriptors: Educational Games, Elementary Education, Health Education, Home Economics
University of Southern California, Los Angeles. COMEX Research Project. – 1974
The News Media Manual is one of a set of twenty-one manuals used in METRO-APEX 1974, a computerized college and professional level, computer-supported, role-play, simulation exercise of a community with "normal" problems. Stress is placed on environmental quality considerations. APEX 1974 is an expansion of APEX--Air Pollution Exercise…
Descriptors: Communications, Computer Assisted Instruction, Computer Programs, Environmental Education

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