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Hanley, Patricia E. – Day Care and Early Education, 1979
Suggests some inexpensive handmade games which can withstand repeated use by children at home or school. (MP)
Descriptors: Early Childhood Education, Educational Games, Guides, Play
Learning, 1978
Suggestions are made for classroom activities to improve children's language skills. (JD)
Descriptors: Class Activities, Creative Thinking, Educational Games, Elementary Education
Twelker, Paul A. – Improving Human Performance Quarterly, 1975
A summary of research relating to educational goals that may be achieved through simulation/gaming techniques. Goals include factual knowledge; intellectual skills, psychomotor skills, attitude changes, and motivation. Also covers design and use factors affecting goal achievement. (Author/LS)
Descriptors: Attitude Change, Educational Objectives, Games, Intellectual Development
McAuley, John D. – Instructor, 1977
By using games in the classroom the teacher becomes a facilitator rather than an authority. Children become active decision makers and experience healthy social interaction, and stimulation and variety are built into the learning process. (Author/RK)
Descriptors: Class Activities, Educational Games, Elementary School Students, Guidelines
Peer reviewedGarson, Bonnie E.; Stanwyck, Douglas J. – Human Resource Development Quarterly, 1997
A simulation game involved 163 employees working in self-managed teams. Given incentives, participants with external locus of control (LOC) outperformed other "externals" who did not have incentives. Persons with internal LOC were more satisfied with their supervisors than were externals. (SK)
Descriptors: Educational Games, Incentives, Job Performance, Job Satisfaction
Peer reviewedFarin, Susan Archie – Science Scope, 1997
Describes a fun game in which students act as electrons, protons, and neutrons. This activity is designed to help students develop a concrete understanding of the abstract concept of atomic structure. (DKM)
Descriptors: Atomic Structure, Chemistry, Educational Games, Elementary Secondary Education
Peer reviewedOrtmann, Andreas – Journal of Economic Education, 2003
Presents a brief classroom demonstration illustrating Bertrand price undercutting by outlining the experiment, discussing the game theory solution and experiences, and presenting related literatures. States that students remember the lesson because of the significant amounts of money each could have earned. (JEH)
Descriptors: Demonstrations (Educational), Economics, Economics Education, Game Theory
Peer reviewedSantos, Joseph – Journal of Economic Education, 2002
Describes the Financial System Simulator game, an Internet-based, interactive teaching aid that introduces undergraduate students to the domestic and international consequences of monetary policy. States that student surveys indicate the game keeps learners motivated and interested and helps them understand monetary policy. (JEH)
Descriptors: Computer Assisted Instruction, Economics Education, Games, Higher Education
Peer reviewedHoyles, Celia; Noss, Richard; Adamson, Ross – Journal of Educational Computing Research, 2002
Reflects on the meaning and evaluation of the microworld idea. Distinguishes between user manipulation and modification at three levels: the interface, superstructural, and platform levels; presents a case study of two eight-year-old girls playing a video game based on Logo; and discusses mathematical learning. (Author/LRW)
Descriptors: Case Studies, Elementary Education, Elementary School Mathematics, Learning Strategies
Peer reviewedScher, Daniel – Mathematics Teacher, 2000
Explores a variety of approaches to solving one geometry problem illustrating the work of teachers, the flow of their ideas, and the diverse areas of mathematics they applied. (KHR)
Descriptors: Area, Educational Games, Geometry, Mathematics Instruction
Peer reviewedBay, Jennifer M.; Reys, Robert E.; Simms, Ken; Taylor, P. Mark – Mathematics Teacher, 2000
Explores different types of Bingo games in which students can work on mental arithmetic, solve equations, and recognize geometric shapes. (KHR)
Descriptors: Arithmetic, Educational Games, Elementary Secondary Education, Intuition
Carlson, Scott – Chronicle of Higher Education, 2003
Discusses opposing views of the role video games might play in higher education, with some college faculty advocating their use as teaching tools and others asserting that the games have little to say about real life. Also describes some research into video games as learning tools. (SLD)
Descriptors: College Faculty, College Students, Higher Education, Instructional Materials
Al-Issa, Ali S. M. – English Teacher: An International Journal, 2003
Proposes a number of games for promoting second language learners' linguistic skills. Theses include spot the errors, order and match, match, out of the bag, the panel, and terminology square. (Author/VWL)
Descriptors: Classroom Techniques, English (Second Language), Games, Language Teachers
Cardwell, Paul, Jr. – Gifted Education International, 1995
This article discusses the value of using fantasy and role playing games (FRPG) in the curriculum of gifted students. It lists ways that FRPG can supplement 26 academic subjects and develop 24 learning skills. Objections from religious groups to use of the games are addressed. Different types of games are compared. (CR)
Descriptors: Curriculum Development, Educational Games, Elementary Secondary Education, Enrichment Activities
Peer reviewedDe Lisi, Richard; Cammarano, Diane M. – Computers in Human Behavior, 1996
This study surveyed undergraduates (27 men, 83 women) to investigate gender differences in mental rotation. It compared pretesting on the Vandenberg Test of Mental Rotation (VTMR) and posttesting after two sessions of computer games. Men typically scored higher on pretest VTMR. After playing a game requiring mental rotation of figures, women…
Descriptors: Cognitive Ability, Comparative Analysis, Computer Games, Postsecondary Education


