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DeKoven, Bernard – Simulation/Gaming, 1977
A conceptual framework is presented which allows a group to define some common objective in a simulation/puzzle gaming context. (DAG)
Descriptors: Game Theory, Group Dynamics, Individual Development, Individual Needs
Kieft, Lewis D.; Smith, Harry T. – Man/Society/Technology, 1977
Offered as a method of motivating students, "Articon" is described as an educational game appropriate for use in a variety of industrial arts laboratories and grade levels. Development of the game, gaming activity, and the instructor's role are discussed. (TA)
Descriptors: Class Activities, Educational Games, Industrial Arts, Secondary Education
Adams, Dennis – Learning, 1976
A list of activities for creative dramatics work in the classroom. (MM)
Descriptors: Class Activities, Creative Dramatics, Educational Games, Learning Activities
Williams, David E.; Wolfson, Brian – Instructor, 1977
Descriptors: Class Activities, Educational Games, Learning Activities, Mathematics Instruction
Peer reviewedDurojaiye, Susan M. – Educational Research, 1977
An aspect of childhood experience which may be universal is the recitation and enjoyment of traditional rhymes and games. Common threads can be traced in the themes, rhythmic repetition and types of activity found in examples of traditional games and rhymes from Great Britain, Nigeria and Uganda. (Author)
Descriptors: Childhood Interests, Childrens Games, Cultural Differences, Educational Research
Peer reviewedMyers, Doris T. – Exercise Exchange, 1976
Describes an advanced expository writing class set up as a quarter-long "survival game," the object of which is to write 7,000 words of satisfactory prose and receive an A for the course. (JM)
Descriptors: Expository Writing, Game Theory, Higher Education, Teaching Styles
Peer reviewedDavenport, Lizzie; Cronin, Blaise – Online Review, 1986
Profiles the corporate strategies of three sectors of the information industry and the trend toward consolidation in electronic publishing. Three companies' acquisitions are examined in detail using qualitative data from information industry columns and interpreting it on the basis of game theory. (EM)
Descriptors: Economic Climate, Electronic Publishing, Game Theory, Industry
Peer reviewedKryukov, M. M.; Kryukova, L. I. – Simulation and Games, 1986
Describes the basis for a simulation game classification based on the game image, which is created against a foundation of events that occur during the course of the game. Three characteristics of the game image--reflection of reality, dialog, and motivation--are defined, and game dialog types are discussed in detail. (MBR)
Descriptors: Classification, Dialogs (Language), Educational Games, Influences
Sternberg, Patricia – Learning, 1987
Dramatic play games emphasizing creative thinking and listening skills offer an emotional outlet for the entire class. Games involving pantomime, musical instruments, and communication are described. (CB)
Descriptors: Creative Thinking, Dramatic Play, Educational Games, Elementary Education
Weisberg, Phyllis G. – Techniques, 1987
The article offers practical games and "tricks" to help remediate deficits in arithmetic and mathematics at the elementary school level. Games include using the fingers to calculate, lattice multiplication, dividing paper into equal columns, square games, code cracking games, and fraction dominoes. (Author/DB)
Descriptors: Arithmetic, Elementary Secondary Education, Games, Learning Disabilities
Peer reviewedHorwood, Bert – Journal of Experiential Education, 1986
Shows how darkness and night provide a potentially excellent arena for experiential learning opportunities. Recommends learning must be gradual, beginning with appreciation and allaying fear of the dark. Suggests sensory activities, hikes, games, aquatic activities, ecological simulations, historical presentations, and writing or reciting poetry.…
Descriptors: Adventure Education, Experiential Learning, Fear, Games
Peer reviewedGraybill, Daniel; And Others – Psychology: A Quarterly Journal of Human Behavior, 1987
Examined short-term effects of playing versus observing violent versus nonviolent video games on the aggression of elementary school children. Children (N=146) played or observed games for 14 minutes, then completed three measures of aggression. Found no differences between violent and nonviolent conditions on measures of aggression. (Author/NB)
Descriptors: Aggression, Comparative Analysis, Elementary Education, Elementary School Students
Peer reviewedLeCroy, Craig Winston – Social Work, 1987
Describes a program which uses the natural structure of a game and integrates principles of group work with cognitive and skill-oriented strategies to help children (ages 8-11) develop effective social competencies. Includes evaluation of the game's effectiveness. (ABL)
Descriptors: Children, Counseling Techniques, Games, Group Therapy
Peer reviewedBrown, Ronald E.; And Others – Education and Treatment of Children, 1986
Assessment of effects of school principal involvement on acquisition of multiplication facts by 309 intermediate grade students found that taking the timed test three times per week resulted in consistent sustained gains and that a math game with the principal contingent on improved class performance was the most effective principal-initiated…
Descriptors: Arithmetic, Computation, Drills (Practice), Educational Games
Jones, Ken – Simulation/Games for Learning, 1986
Wittgenstein's view about communicating meanings forms the basis for an examination of the Society for the Advancement of Games and Simulations in Education and Training's (SAGSET) definitions of games, simulations, and simulation games. The question of whether usage can be made consistent to ease communication with SAGSET nonmembers is addressed.…
Descriptors: Communication (Thought Transfer), Definitions, Educational Games, Problems


