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Eckler, Ross – 1996
From showing readers the longest words in common usage (22 letters--counterrevolutionaries, deinstitutionalization), to providing readers with a list of words in which all 5 vowels must appear in alphabetical order (abstemious, facetious), to discovering the name in an American phone book where the most letters of the alphabet are used without…
Descriptors: Educational Games, English, Letters (Alphabet), Linguistics
Ballard, Mary E.; Wiest, J. Rose – 1995
A study examined differences in cardiovascular (CV) reactions and hostility following non-violent play and violent video game play. Subjects were 30 male college undergraduate students. Only male subjects were used because most video games are male oriented, males frequent videogame arcades more often than females, and the gender gap in video game…
Descriptors: College Students, Comparative Analysis, Heart Rate, Hostility
Rule, Audrey C. – 1999
This document describes a game that provides students with practice in recognizing the point symmetry of designs. It contains information on the objective of the game, game preparation, and rules for playing. Play cards are included (four to a page). (ASK)
Descriptors: Educational Games, Elementary Secondary Education, Geometric Concepts, Mathematics Activities
Rule, Audrey C. – 1999
This document describes a game that provides students with practice in learning vocabulary and concepts associated with wolves. Directions for play and play cards (four to a page) are included. (ASK)
Descriptors: Animal Behavior, Animals, Educational Games, Elementary Education
McLellan, Hilary – 1993
Virtual reality technology offers the promise of interaction with a computer-based environment that engages visual, auditory, and tactile perception. Three interrelated virtual reality design topics are particularly relevant to visual literacy. The first is the concept of avatars. Avatars are agents that appear in a virtual world representing the…
Descriptors: Computer Games, Computer Simulation, Design, Educational Media
Washington, Ernest D. – 1991
An interpretation is provided of the philosopher L. Wittgenstein's analyses of mental states. The theoretical implications of these analyses for cognitive development and qualitatively oriented researchers are discussed. The mental states examined are: (1) pain; (2) remembering; (3) calculating/adding; (4) following a rule; and (5) reading.…
Descriptors: Cognitive Processes, Computation, Games, Memory
Lacy, Denise A.; McKay, F. Ann – 1983
Assessment of severely multiply handicapped children was completed via formal and informal assessment with data covering medical, ophthalmological, auditory, and educational aspects. Visual functioning was evaluated by considering the type of visual stimulus experienced, varying visual tasks, and student motivation and ability. Auditory evaluation…
Descriptors: Aural Learning, Games, Multiple Disabilities, Severe Disabilities
Peer reviewedLourenco, Susan V.; Glidewell, John C. – Administrative Science Quarterly, 1975
Uses a dialectical analysis to explain the conflict over social control between a local television station and its company headquarters. Conflict centered around the perceived abuse of legitimate authority by the parent organization. Resolution seemed to be in the direction of a synthesis. (Author)
Descriptors: Conflict, Conflict Resolution, Game Theory, Organization
Peer reviewedBerg, Marlowe – California Council for the Social Studies Review, 1974
An example of how to design and implement a gaming strategy for aiding elementary students in future conflict situations is described. (KM)
Descriptors: Classroom Techniques, Conflict Resolution, Curriculum Design, Educational Games
Peer reviewedGoelz, Julia Hurley – English Journal, 1974
Continual repetition by a speaker may signal his need for recognition and understanding. (JH)
Descriptors: Audiences, Games, Listening, Listening Habits
Peer reviewedCrocker, James W.; Wroblewski, Michael – Personnel and Guidance Journal, 1975
This article discusses the use of games and game theory in education and counseling. A discussion of the functions of games in group counseling is also provided. (Author/EK)
Descriptors: Counseling Effectiveness, Counseling Theories, Education, Games
De Koven, Bernard – Simulation/Gaming/News, 1975
Descriptors: Conflict Resolution, Decision Making Skills, Educational Games, Problem Solving
Luster, Carl – 1989
The Frame Game is a second language conversation activity that allows instructors to determine the content. The activity provides a structure for communication between students and adapts easily to almost any topic. The basic version of the game has been adapted from a management training activity, and is presented along with several variations…
Descriptors: Class Activities, Classroom Communication, Games, Media Adaptation
Mozer, Michael C. – 1986
One solution to the problem of getting expert knowledge into expert systems would be to endow the systems with powerful learning procedures that could discover appropriate behaviors by observing an expert in action. A promising source of such learning procedures can be found in recent work on connectionist networks, which are massively parallel…
Descriptors: Cognitive Processes, Expert Systems, Games, Heuristics
Rosenfeld, Vila M.; And Others – 1986
This courseware evaluation rates the "Grab a Byte" program developed by tne National Dairy Council. (The program--not included in this document--is divided into three sections: Grab-a-Grape uses a quiz-show format to examine students' knowledge of food groups; Nutrition Sleuth reinforces students' nutrient knowledge; and Have-a-Byte…
Descriptors: Courseware, Educational Games, Food, Home Economics


