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Turner, Paul – Australian Mathematics Teacher, 2006
If one rolls a coin across a chessboard and it comes to rest on the board, what is the probability that it covers some corner of one of the grid squares? The online magazine "Plus" (2004) posed this problem for students to solve. It is a useful problem for several reasons: it introduces the idea of probability in a continuous sample space, it has…
Descriptors: Mathematics Instruction, Problem Solving, Games, Probability
Marshall, Simon J.; Gorely, Trish; Biddle, Stuart J. H. – Journal of Adolescence, 2006
The purpose of this systematic review was to (i) estimate the prevalence and dose of television (TV) viewing, video game playing and computer use, and (ii) assess age-related and (iii) secular trends in TV viewing among youth ([less than or equal] 18 yr). Ninety studies published in English language journals between 1949 and 2004 were included,…
Descriptors: Adolescents, Incidence, Television Viewing, Mass Media Use
Kontos, George; Mizell, Al P. – TechTrends: Linking Research & Practice to Improve Learning, 2005
"Students Around the world exchanging over the phone" (SAXophone) was the result of a collaboration among educators from Sweden, New York and Florida to allow students from participating schools experience compressed videoconferencing with other students from across the world. After several years of participating in the regular SAXophone events,…
Descriptors: Educational Games, Interactive Video, Educational Technology, Instructional Effectiveness
Early Childhood Today, 2006
Young children are fascinated by how things "work." They are at a stage of development where they want to experiment with the many ways to use an object or take things apart and put them back together. In the process of exploring tools and machines, children use the scientific method and problem-solving skills. They observe how things work, wonder…
Descriptors: Young Children, Experiments, Scientific Concepts, Problem Solving
White, Gene, Jr.; Casebolt, Kevin; Hull, Stephanie – Strategies: A Journal for Physical and Sport Educators, 2004
Developing strategies that integrate disabled children into general academic and physical education settings is essential. The goal of educators should be to identify skills that promote lifelong success for students with disabilities through an inclusive physical education environment. Low-organized games, identified as active, organized group…
Descriptors: Games, Inclusive Schools, Disabilities, Physical Education
Maxwell, D. Jackson – Library Media Connection, 2005
Kid's Stuff game will introduce students, parents, teachers and educators to authors and illustrators who have consistently created books for children and young adults that are of superior quality and interest. The research-base games for use in library media center, classroom and at home game also helps students learn to use computer card catalog…
Descriptors: Young Adults, Library Services, Childrens Literature, Authors
Peer reviewedPickhardt, Michael – Journal of Economic Education, 2005
The author extends the work of Holt and Laury (1997) on a simple noncomputerized card game for teaching the essential aspects of public goods theory. He suggests a course of several lectures and discusses the behavior of subjects in various game sessions. Among other things, the results provide experimental evidence with respect to the private…
Descriptors: Behavior Patterns, Economics Education, Educational Games, Teaching Methods
Eglesz, Denes; Fekete, Istvan; Kiss, Orhidea Edith; Izso, Lajos – Educational Media International, 2005
As computer games are becoming more widespread, there is a tendency for young people to spend a growing amount of time playing games. The first part of this paper will deal with various types of computer games and their characteristic features. In the second part we show the results of our recent surveys. We examined the motivations of young…
Descriptors: Measures (Individuals), Psychological Characteristics, Motivation, Young Adults
Peer reviewedBorsari, Brian – Journal of Alcohol and Drug Education, 2004
Drinking games among American college students, although popular, contribute significantly to excessive drinking and alcohol-related problems. Drinking games appear to facilitate socialization, and are especially prevalent among younger students. This article reviews the qualitative and quantitative research on drinking games. Findings from…
Descriptors: College Environment, Socialization, Sexual Abuse, Gender Differences
Peer reviewedSorenson, Timothy L. – Journal of Economic Education, 2004
Strategic pricing is an important and exciting topic in industrial organization and the economics of strategy. A wide range of texts use what has become a standard version of the Milgrom and Roberts (1982a) limit-pricing model to convey the essential ideas of strategic pricing under incomplete information. In addition to providing a formal, but…
Descriptors: Game Theory, Models, Economics, Strategic Planning
Peer reviewedWright, Steven; McNeill, Michael; Butler, Joy I. – Journal of Physical Education, Recreation & Dance (JOPERD), 2004
Socialization research suggests that most students who enter physical education teacher education (PETE) programs are successful athletes who wish to teach and coach in a manner similar to what they experienced. Exposure to different methods of instruction during undergraduate experiences is often disregarded when they enter into teaching. What…
Descriptors: Teaching Methods, Teaching Models, Games, Recreational Activities
How Not to Strike it Rich: Semantics, Pragmatics, and Semiotics of a Massachusetts Lottery Game Card
Butters, Ronald R. – Applied Linguistics, 2004
In 2001, the Massachusetts State Lottery Commission released for sale a new "instant lottery ticket" "scratch-and-play" game card named "Caesars [sic] Palace[R]" (played by scratching the surface of each card at designated spots to reveal hidden numbers or images). It offered ten grand prizes of $1,000,000 each and a…
Descriptors: Pragmatics, Semantics, State Courts, Applied Linguistics
Prinsloo, Mastin – Language and Education, 2004
The paper draws on ethnographic data on children's game-playing in Khwezi Park outside Cape Town. This unsupervised, child-choreographed play is seen as a site of meaning-making and identity work where children draw on a range of resources and influences to take and make meaning. These resources for semiosis and interaction are multilingual and…
Descriptors: Foreign Countries, Semiotics, Ethnography, Play
Van Mierlo, Jan; Van den Bulck, Jan – Journal of Adolescence, 2004
This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the…
Descriptors: Television Viewing, Video Games, Play, Correlation
Kiili, K. – Internet and Higher Education, 2005
Students increasingly demand more constructive online courses that not only provide information but also facilitate studying experiences. Educational games offer a viable strategy to this end. In this paper, the experiences of university students (n=18) playing an educational game, IT-Emperor, which was designed to facilitate flow experience, are…
Descriptors: Educational Games, Online Courses, Information Technology, Higher Education

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