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Werner, Linda; Denning, Jill – Journal of Research on Technology in Education, 2009
Few early intervention efforts have improved the representation of women in computer science and engineering (CSE) disciplines, but pair programming has shown promise for reducing gender differences among college students. The current study is the first to examine this promising practice in middle school. In an effort to better understand what…
Descriptors: Intervention, Females, Problem Solving, Gender Issues
Papastergiou, Marina – Computers & Education, 2009
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
Descriptors: Questionnaires, Computer Science Education, Females, Program Effectiveness
Sullivan, W. Edward – 1995
This document plus diskette product provides nine interactive puzzles and games that both teach and provide practice with simple addition and subtraction concepts. The activities address these skills through carrying in addition and regrouping in subtraction. The activities address cognitive skills such as problem solving, planning, visual pattern…
Descriptors: Addition, Arithmetic, Courseware, Discovery Learning
Sharp, Richard M.; And Others – 1995
Mathematics research has discovered two elements that are consistently linked to student achievement: parental involvement and manipulative materials. This book offers a rich assortment of spinner, matrix, and card learning games which can be used in the classroom or at home. The concepts and skills range from whole number operations to geometry.…
Descriptors: Arithmetic, Educational Games, Elementary Education, Geometry
National Energy Education Development Project, Reston, VA. – 1994
This booklet is a teacher's guide for a lesson, appropriate for grades 3-9, to strengthen students' mathematics skills while increasing their knowledge of energy. It consists of a game in which teams of students solve mathematics problems about energy units. The booklet contains 24 challenging mathematics word problems and 1 mega-question. (MKR)
Descriptors: Educational Games, Elementary Secondary Education, Energy, Lesson Plans
Skolnick, Michael M.; Spooner, David L. – 1995
Modern computing systems exploit graphical user interfaces for interaction with users; as a result, introductory computer science courses must begin to teach the principles underlying such interfaces. This paper presents an approach to graphical user interface (GUI) implementation that is simple enough for beginning students to understand, yet…
Descriptors: Computer Games, Computer Graphics, Computer Interfaces, Computer Science Education
Walker, Lester – 1995
This book presents a series of projects for children of all levels of expertise, beginning with abstract patterns, rows, and towers and progressing to step-by-step instructions for 18 projects, including a bridge, boat dock, airport, shopping mall, skyscraper, castle, Greek temple, Toy Store City, City of the Future, and The Emerald City of Oz.…
Descriptors: Architectural Education, Art Education, Building Design, Construction Materials
Heeg, Phillip – 1996
The Air Force outdoor recreation program evolved from the Army "rest and recreation" areas set up during World War II. During the last decade, financial pressures and eroding support for recreation programs forced a reexamination of the objectives of such programs. Starting with the premise that the Air Force was the main customer and…
Descriptors: Family Programs, Games, Group Unity, Military Air Facilities
Meckley, Alice M. – 1994
A study investigated the nature of the social construction of play events by a group of twelve 4- and 5-year-old children and the ways in which these play constructions are maintained over an extended period of time. The 5-month study was conducted in a nursery school classroom during the children's self-selected playtime. Data collection included…
Descriptors: Behavior Development, Games, Group Dynamics, Interpersonal Communication
McLellan, Hilary – 1995
Artificial intelligence (AI) techniques and virtual reality (VR) make possible powerful interactive stories, and this paper focuses on examples of virtual characters in three dimensional (3-D) worlds. Waldern, a virtual reality game designer, has theorized about and implemented software design of virtual teammates and opponents that incorporate AI…
Descriptors: Artificial Intelligence, Computer Games, Computer Graphics, Computer Simulation
Rule, Audrey C. – 1999
This document describes a game that provides students with practice in recognizing three dimensional crystal shapes and planar geometric shapes of crystal faces. 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
John, Bonnie E.; And Others – 1990
This report presents an analysis of an expert performing a highly interactive computer task. The analysis uses GOMS models, specifying the Goals, Operators, Methods, and Selection rules used by the expert; the GOMS models are implemented within a unified theory of cognition called Soar. Two models are presented, one with function-level operators,…
Descriptors: Behavioral Science Research, Computer Games, Interaction, Interaction Process Analysis
Muncy, Patricia Tyler – 1991
Developed for elementary classroom teachers and reading specialists, this book is designed to enliven, enrich, and reinforce all areas of reading instruction. The book provides hundreds of reproducible activities, games, and practical ideas to teach and reinforce basic reading skills. The book is organized into 10 monthly sections to fit the…
Descriptors: Class Activities, Elementary Education, Instructional Materials, Reading Games
Casey, John A. – 1992
Current trends in technological developments suggest that home entertainment video games and educational learning software are on convergent paths. Astute educators have identified these technologies as effective for student motivation and have integrated them with traditional curricula to reduce at-risk behavior. Counselors who identify and…
Descriptors: Computers, Elementary Secondary Education, High Risk Students, School Counseling
Hanson, Trudy L. – 1993
A communication instructor designed the "Organizational Feud" game to emphasize the variety and pervasive influence of organizations upon students' lives. In this game, students complete surveys indicating the organizations to which they belong and the values reflected in the organizations. The instructor codes the responses on the…
Descriptors: Class Activities, Educational Games, Higher Education, Learning Activities

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