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Bobis, Janette – Australian Primary Mathematics Classroom, 2005
Three activities are presented that are designed to develop an understanding of equivalence. Equivalent fractions have the same value, but may be expressed with a different denominator or different notation. "Decimal Fraction Dominoes" focuses on the equivalence of commonly occurring fractions, decimal fractions, percentages and their…
Descriptors: Arithmetic, Mathematical Concepts, Mathematics Instruction, Teaching Methods
Gough, John – Australian Primary Mathematics Classroom, 2004
In previous articles, the author has discussed dominoes, the real game with scoring, and other good games and activities using dominoes. But dominoes, as materials for game-playing, and as a topic for mathematics learning experiences, as suggested by Swan (2001) and Brandreth (1975), have many other possibilities. In this article, the author…
Descriptors: Mathematics Education, Teaching Methods, Elementary School Mathematics, Games
Winchester, Niven – Journal of Economic Education, 2006
The author outlines a classroom tariff-setting game that allows students to explore the consequences of import tariffs imposed by large countries (countries able to influence world prices). Groups of students represent countries, which are organized into trading pairs. Each group's objective is to maximize welfare by choosing an appropriate ad…
Descriptors: Educational Games, Economics Education, Taxes, International Trade
Green, C. Shawn; Bavelier, Daphne – Journal of Experimental Psychology: Human Perception and Performance, 2006
The authors investigated the effect of action gaming on the spatial distribution of attention. The authors used the flanker compatibility effect to separately assess center and peripheral attentional resources in gamers versus nongamers. Gamers exhibited an enhancement in attentional resources compared with nongamers, not only in the periphery but…
Descriptors: Video Games, Attention, Cognitive Processes, Visual Perception
Sobkin, V. S.; Evstigneeva, Iu. M. – Russian Education and Society, 2004
This article presents the findings of a study examining the factors that motivate students to play computer games. The study is confined to older preschool age, a time when playing functions as the "leading activity" in ontogenetic development. Based on the findings of the study, the following are students' motives for playing computer games: (1)…
Descriptors: Males, Play, Preschool Children, Computers
Lee, Y.-F.; Ching, W.-K. – International Journal of Mathematical Education in Science & Technology, 2006
This note introduces an interesting random walk on a straight path with cards of random numbers. The method of recurrent relations is used to obtain the convergent probability of the random walk with different initial positions.
Descriptors: Game Theory, Probability, Mathematical Concepts, Statistics
Vita, Tricia – Teacher Magazine, 2004
Traveling classrooms for carnival kids didn't really come on the scene until the 1990s when Linda Brewer, a teacher of the Conklin International Academy, helped the idea get off the ground. The trade publication "Amusement Business" lists 325 carnivals in its annual booking guide, but fewer than a dozen shows have schools because it is expensive…
Descriptors: Student Mobility, Itinerant Teachers, Creative Teaching, Educational Games
Brown, Kim – Teaching Pre K-8, 2004
The mere mention of a grammar lesson can set students' eyes rolling. The fun activities described in this article can turn those blank looks into smiles. Here, the author presents grammar games namely: (1) noun tennis; (2) the minister's cat; (3) kids take action; (4) what's my adverb?; (5) and then I saw...; and (6) grammar sing-along.
Descriptors: Grammar, Nouns, Form Classes (Languages), Verbs
Erdik, Ender – Journal of Chemical Education, 2005
A study uses a thought-provoking, pencil-and-paper activity to aid students in writing organic reaction mechanisms. Organic and functional groups that constitute the formulas of organic and inorganic reactants, ionic intermediates, and products are presented as building blocks, which must be placed correctly in a given puzzle so that they bind…
Descriptors: Organic Chemistry, Chemistry, Puzzles, Educational Games
Moellenberg, Wayne P. – 1986
Computer simulations of agricultural finance and management may be helpful to students preparing for agricultural careers. Simulations would provide problem definition and problem solving in realistic interactions with complex and ambiguous situations similar to those encountered in farming. The paper describes a major financial problem for…
Descriptors: Agricultural Education, Agriculture, Business Education, Computer Assisted Instruction
Hillery, Mable A.; Simmons, Patricia M. – 1979
This teaching guide is the first of three volumes designed to teach Afro-American children street/folk/musical games in the elementary classroom. It is one of the Interdependent Learning Models (ILM) whose overall objective is for teachers to use the cultures of their students as vehicles for teaching academic skills and content. This volume…
Descriptors: Academic Achievement, Black Culture, Black History, Black Students
Hillery, Mable A.; Hall, Patricia – 1977
This teaching guide is the second of three volumes designed to teach Afro-American children street/folk/musical games in the elementary classroom. It is one of the Interdependent Learning Models (ILM) whose overall objective is for teachers to use the cultures of their students as vehicles for teaching academic skills and content. This volume…
Descriptors: Academic Achievement, Black Culture, Black History, Black Students
ABC Unified School District, Cerritos, CA. – 1976
This is a workbook designed to accompany a primary-level Portuguese reader for use in a bilingual education program. The workbook consists of illustrations with writing, drawing, and coloring exercises, in addition to some games. (AM)
Descriptors: Basic Reading, Bilingual Education, Childrens Games, Elementary Education
Karweit, Nancy; Livingston, Samuel A. – 1969
The major hypotheses of this experiment were that students who play a computer game in teams of two or three will perform at least as well as those who play the game individually, and that teams of two or three students will be at least as successful in the game as individual students. Sixth graders of high academic ability were divided into four…
Descriptors: Autoinstructional Aids, Computer Assisted Instruction, Computer Oriented Programs, Decision Making
The Political-Military Exercise as a Teaching Device in Political Science: A Handbook. Final Report.
Coward, H. Roberts – 1969
Procedures for the operation of the Political-Military Exercise (PME) are detailed in this handbook as a means of involving political science students in the actual dynamics of international policy-making decisions through the PME game experience. Two basic designs for operating the simulation exercise are presented with a discussion of the format…
Descriptors: Decision Making, Foreign Policy, Game Theory, Games

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