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Peer reviewedHennessy, Sara; O'Shea, Tim – British Journal of Educational Technology, 1993
Discusses the possible lack of credibility in educational interactive computer simulations. Topics addressed include "Shopping on Mars," a collaborative adventure game for arithmetic calculation that uses direct manipulation in the microworld; the Alternative Reality Kit, a graphical animated environment for creating interactive…
Descriptors: Arithmetic, Computer Assisted Instruction, Computer Graphics, Computer Simulation
George, Paul S.; Bushnell, DonnaLee – Schools in the Middle, 1993
A Florida survey shows middle school students' favorite advisement activities to be parties, holiday and special day celebrations, discussion, service projects, games, group activities, and freedom to choose activities. Teachers' favorites are student of the day/week, academic advisories, organization and goal-setting days, career exploration,…
Descriptors: Career Awareness, Classroom Techniques, Discussion, Games
Peer reviewedMiller, Margaret A. – Teaching Sociology, 1992
Describes a life chances exercise that helps students identify the life chances that they and society value. Explains that students learn that the attainment of important life chances is related to the family into which one is born. Discusses John Rawls' social theory. Suggests that participants may need to consider alternative systems of economic…
Descriptors: Cultural Awareness, Educational Games, Family Characteristics, Higher Education
Rolfe, John – Simulation/Games for Learning, 1991
Discusses the need to evaluate the effectiveness of games and simulations that are used for training and educational purposes. Evaluation criteria are described, including validity, reliability, and utility; methods of measuring training device effectiveness are explained; and problems encountered with evaluations are discussed. (30 references)…
Descriptors: Educational Games, Evaluation Criteria, Evaluation Needs, Evaluation Problems
Peer reviewedSwiniarski, Louise B. – Childhood Education, 1991
Toys play a role in children's lives worldwide and can be used effectively to teach global education. There are more commonalities than differences among toys from different nations. The origins of toys are varied, sometimes reflecting religious beliefs or political events. Toys also indicate cultural values and attitudes and social changes. (BC)
Descriptors: Childrens Games, Class Activities, Cultural Context, Elementary Education
Peer reviewedHatcher, Joe W., Jr. – Teaching of Psychology, 1990
Describes an exercise that uses riddles to expose students to important aspects of the process and experience of scientific thinking. Contends that the exercise allows students to examine their thought processes and to view scientific questions from different perspectives. Reports positive student reaction. (DB)
Descriptors: Cognitive Processes, Educational Games, Higher Education, Learning Strategies
Peer reviewedRicard, Richard J. – Applied Psycholinguistics, 1993
This investigation focused on early school-aged children's ability to negotiate shared reference in a task-oriented communication game. Results suggests that, although children are in the process of learning how best to coordinate the use of conversational strategies and procedural rules, they still manage effective communication. (Contains 24…
Descriptors: Communication (Thought Transfer), Cooperation, Elementary School Students, Games
Allen, Denise – Teaching Pre K-8, 1993
Reviews five CD-ROM products: (1) "Our Earth," part of the National Geographic Wonders of Learning series; (2) "New Grolier Multimedia Encyclopedia"; (3) "The Lost Tribe," a simulation game where players lead a prehistoric people to a new homeland; (4) "PilgrimQuest," a simulation game recreating the settlement of Massachusetts in the 1620s; and…
Descriptors: Computer Games, Computer Software, Computer Software Reviews, Computer Software Selection
Peer reviewedLee, Guang-Lea; Childress, Marcus – Multicultural Education, 1999
Provides information to help early childhood teachers recognize the diverse ethnic groups within the Asian community and shows how to use Korean traditional games to promote children's multicultural awareness. Describes four traditional games. (SLD)
Descriptors: Asian Americans, Cultural Awareness, Cultural Differences, Early Childhood Education
Peer reviewedFunk, Jeanne B.; Flores, Geysa; Buchman, Debra; Germann, Julie N. – Youth & Society, 1999
Compared commercial ratings of electronic games with ratings by 201 fourth graders. There was general agreement for games with obviously nonviolent or very violent content, but much more disagreement about the violence in cartoon-type games. Recommends including consumer perceptions in a rating system. (SLD)
Descriptors: Cartoons, Computer Games, Consumer Protection, Elementary School Students
Peer reviewedHager, Elizabeth A. – Business Communication Quarterly, 1998
Describes the Ethics Challenge Game (developed by Lockheed Martin Corp. and free to educators), which is a board game based on the Dilbert comic strip character that provides realistic scenarios for discussion of ethical behavior in various business/workplace situations. Describes the game, offers comments on faculty reactions after playing the…
Descriptors: Business Communication, Class Activities, Comics (Publications), Educational Games
Peer reviewedO'Toole, Mitch – Investigating, 1999
Gives examples of the potential for language development within practical science activities at the elementary school level. Contains 12 references. (WRM)
Descriptors: Elementary Education, Games, Language Acquisition, Language Enrichment
Peer reviewedCarlson, J. Matthew – Professional School Counseling, 1999
Cooperative games program was conducted with second graders who had a previous problem with low cooperative skills and excluding children. These games are a viable intervention for counselors to promote cooperation, fun, good health, and positive social interaction. A shift in attitude was observed during the program, as well as an improvement in…
Descriptors: Class Activities, Cooperative Learning, Cooperative Programs, Counselor Role
Peer reviewedHengst, Julie A.; Miller, Peggy J. – World Englishes, 1999
Focuses on generic discourse practices by tracing the persuasive heterogeneity and the distributed nature of discourse genres in use. Three examples from research are explored: a father and his two daughters playing a family-created verbal game; a family's engagement with their 2-year-old's creative retellings of "The Tale of Peter Rabbit"; and a…
Descriptors: Aphasia, Discourse Analysis, Discourse Modes, Games
Peer reviewedThompson, Edgar H.; Sluss, Dorothy – ALAN Review, 2000
Claims there is a missing link between the two seemingly independent stories in Will Hobbs' novel "Bearstone." This missing link can be found through looking at four kinds of play that occur in the novel. (NH)
Descriptors: Adolescent Literature, Child Behavior, Childrens Games, Dramatic Play


