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Marsh, Paul W. – Audiovisual Instruction, 1978
Educational uses and implications of small inexpensive computers are discussed. (STS)
Descriptors: Computer Assisted Instruction, Computers, Educational Games, Educational Innovation
Arkell, Bob – School Guidance Worker, 1977
The author presents a new gaming device, SAY, which focuses upon family interactions. It has proved effective in training volunteer lay counselors and in use with parent groups along with family counseling sessions. (Author/HMV)
Descriptors: Counseling Services, Educational Media, Family Counseling, Games
Grossberger, Ellen; Fluharty, Anne – Journal of Physical Education and Recreation, 1977
Using modified versions of games and sports, satisfying recreational programs can be organized in convalescent homes. (MM)
Descriptors: Games, Nursing Homes, Older Adults, Participant Satisfaction
Peer reviewedCross, John G. – Journal of Conflict Resolution, 1977
Presents a theoretical model of collective bargaining based on the premise that the expectations and learning ability of the negotiators play a central role in bargaining. Discusses some implications of the model. Available from: Sage Publications, Inc., 275 South Beverly Drive, Beverly Hills, California 90212. (JG)
Descriptors: Collective Bargaining, Decision Making, Expectation, Game Theory
Peer reviewedAllington, Richard L.; Strange, Michael – Reading Teacher, 1977
Presents reservations about reading games and questions whether they actually teach, reinforce, and motivate. (JM)
Descriptors: Reading Games, Reading Instruction, Reading Skills, Reinforcement
Peer reviewedGabbard, Carl; Miller, Glen – Journal of Physical Education, Recreation & Dance, 1987
This article describes the traditional game curriculum and presents strategies for a model that incorporates selected contemporary applications. Discussed are conventional games, low organization games, and cooperative and creative games. (MT)
Descriptors: Competition, Cooperation, Curriculum Design, Games
Thiagarajan, Sivasailam – Training and Development Journal, 1988
EDGE is a flexible group technique that enables participants to express, explain, exchange, and encapsulate their suggestions for creating their corporation's competitive edge. EDGE has two important outcomes: participants become more comfortable with each other and with problem solving, and they acquire small group skills. (JOW)
Descriptors: Brainstorming, Competition, Games, Group Discussion
Peer reviewedKatter, Eldon – Art Education, 1988
States that art games are pleasurable learning experiences which improve student interest in the subject and provide stimulating applications of concepts. Discusses content and models for art games and examines ARTICULATION: THE GALLERY GAME and ARTERY, two games designed by Erickson and Katter. Presents guidelines for art game planning. (GEA)
Descriptors: Art Education, Class Activities, Educational Games, Elementary Secondary Education
Peer reviewedOldknow, Adrian – Mathematics in School, 1986
Some techniques used in making animated computer games in order to highlight their mathematical content are presented through specific examples. (MNS)
Descriptors: Computer Graphics, Computer Software, Educational Games, Mathematics Education
Intercom, 1985
Resources on games and simulations are provided. These include organizations, sources, teacher materials, and descriptions of a sampling of games and simulations. (RM)
Descriptors: Elementary Secondary Education, Games, Organizations (Groups), Resource Materials
Mazarguil, Veronique; And Others – Francais dans le Monde, 1985
A classroom game modeled on a traditional "goose game" is proposed to help students of French conceptualize the use of personal pronouns in different constructions. (MSE)
Descriptors: Class Activities, Form Classes (Languages), French, Games
Kosiec, L. E.; And Others – Techniques, 1986
The Good Behavior Game, a classroom management procedure, was examined for its effects on the frequency of inappropriate verbalizations in grade four and six regular classes. Results indicated that the game reduced inappropriate responding in both classrooms and that the use of candy did not augment the effectiveness of the Good Behavior Game.…
Descriptors: Behavior Change, Classroom Techniques, Contingency Management, Elementary Education
Burch, Fern; Aaronson, Tim – Classroom Computer Learning, 1985
Presents offline logic activities to extend concepts in "Rocky's Boots." Activities focus on: (1) building logic circuits; (2) recognizing logic in language; (3) playing logic games; and (4) testing logic circuits. Detailed procedures accompanied by illustrative examples are included. (JN)
Descriptors: Computer Software, Electric Circuits, Electronics, Elementary Education
Peer reviewedMeyer, Evelyn S. – RQ, 1984
This 62-item annotated bibliography lists books and journal articles published over last decade (historical guides and surveys, memoirs, speeches, essays, biographies, government documents, critical analyses) on the history of politics in modern Olympic games and use of games in politics. A brief history of the games is included with 24…
Descriptors: Annotated Bibliographies, Athletics, Games, History
Peer reviewedDalke, Connie – Teaching Exceptional Children, 1984
Games enlarged to human proportions are versatile and motivating tools for instruction with learning disabled students. Suggestions for construction and use of life-size game materials and "human sandwiches" are provided. (CL)
Descriptors: Elementary Secondary Education, Games, Learning Activities, Learning Disabilities


