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Peer reviewedRees, A. L. W. – English Language Teaching, 1975
Descriptors: Class Activities, Educational Games, English (Second Language), Language Instruction
Peer reviewedBoardman, Gerald R. – Educational Administration Quarterly, 1975
Described is a computer-based simulation model for maximizing both the feedback of an administrative "in-basket" simulation exercise and the analysis of the results. (Author)
Descriptors: Administrator Education, Computer Oriented Programs, Computers, Man Machine Systems
Peer reviewedBruni, James V.; Silverman, Helene – Arithmetic Teacher, 1975
The authors describe several board games which can be made by the teacher and used to develop mathematical concepts (e.g. one-to-one correspondence) or reinforce basic skills. (SD)
Descriptors: Basic Skills, Elementary Education, Elementary School Mathematics, Experiential Learning
Peer reviewedBork, Alfred M. – American Journal of Physics, 1975
Illustrates a sample remedial program in mathematics for physics students. Describes two computer games with successful instructional strategies and programs which help mathematically unsophisticated students to grasp the notion of a differential equation. (GH)
Descriptors: College Science, Computer Assisted Instruction, Educational Games, Higher Education
Kurz, Terri L.; Middleton, James A.; Yanik, H. Bahadir – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2005
The potential to use mathematics software to enhance student thinking and development is discussed and a taxonomy of software categories is outlined in this paper. Briefly, there are five categories of tool-based mathematics software that can be used fruitfully in a mathematics curriculum: (a) review and practice, (b) general, (c) specific, (d)…
Descriptors: Mathematics Instruction, Computer Software, Technology Uses in Education, Educational Technology
Peer reviewedSilverman, Jerry Stuart – Mathematics Teacher, 1974
Using play money, students buy and sell six types of stock certificates at prices determined periodically by tossing three dice; all students participate as investors, brokers, or banker. In addition to gaining practice on computational skills in a motivational game, students study the real stock market concurrently. (SD)
Descriptors: Elementary School Mathematics, Enrichment Activities, Experiential Learning, Games
Iceman, Judith A. – Pointer, 1974
Described are games and related activities used to teach money skills to intermediate educable mentally retarded students. (CL)
Descriptors: Class Activities, Exceptional Child Education, Games, Intermediate Grades
Ivic, Ivan, Ed.; Marjanovic, Aleksandra, Ed. – 1986
Collected in this volume are preliminary materials related to the Belgrade-OMEP Project whose purpose is to make a record of those traditional children's games which are a part of the folk culture of various countries. The purpose of this publication is two-fold: (1) to serve as a handbook for the present collaborators on the Project in their…
Descriptors: Childrens Games, Ethnology, Folk Culture, Foreign Countries
Van Scoy, Irma J. – 1990
A project was designed to achieve the following objectives: (1) to give early childhood teacher education students an opportunity to become familiar with the use of skill-building interactive games and materials, work with primary age children and observe their general abilities, and observe and evaluate a demonstration lesson; (2) to help…
Descriptors: Early Childhood Education, Educational Games, Higher Education, Preservice Teacher Education
Wortham, Sue C., Ed.; Frost, Joe L., Ed. – 1990
Data gathered by a national survey of preschool playground equipment provided comprehensive information on all aspects of the play environment for young children. This collection presents the perspectives of writers on the function of playgrounds and the nature of children's play. In adition to the introduction by Sue C. Wortham and Joe L. Frost,…
Descriptors: Childrens Games, Equipment, National Surveys, Outdoor Activities
Keep America Beautiful, Inc., New York, NY. – 1979
"Waste in Place" is an interdisciplinary, sequential curriculum for kindergarten through sixth grade. The eight units in the curriculum (one offering background information for teachers and one for each grade level) offer students the opportunity to learn about proper management of solid waste and the role of the individual in determining the best…
Descriptors: Decision Making, Educational Games, Elementary Education, Environmental Education
Patch, Michael E.; Stahelski, Anthony J. – 1987
Previous research provides support for two distinct models of expectation behavior in experimental games. The similarity pattern describes expectations that are similar to the actor's behavior regardless of whether the actor is cooperative or competitive. The triangularity pattern describes expectations that are both similar and dissimilar to…
Descriptors: Attribution Theory, Behavior Patterns, College Students, Competition
Hinitz, Blythe F.; And Others – 1986
This 3-year research project was initiated to demonstrate gaming as a methodology for developing young children's readiness skills for interacting with computers, and to investigate the feasibility of doing research in regular classroom settings. The first year was devoted to designing, making, and refining instructional materials. During the…
Descriptors: Computer Uses in Education, Early Childhood Education, Games, Instructional Design
Gillis, H. Lee – 1984
Focusing on the therapeutic aspects of camping experiences for delinquent and psychologically disturbed youth, this 382-item bibliography lists books, journal articles, theses, dissertations, and unpublished reports written from 1928 to 1983 on adventure education, wilderness experience, Outward Bound, therapeutic camping, experiential learning,…
Descriptors: Adventure Education, Camping, Delinquent Rehabilitation, Experiential Learning
Fowler, Zinita – 1983
Intended as a usable resource for librarians and teachers in planning and implementing a program for young library users and students, this book was developed to stimulate children to use the library. The introduction contains opening comments--including an explanation of how the theme of "monster magic" inspires creativity, specific goals, and a…
Descriptors: Elementary Education, Learning Activities, Library Materials, Library Skills

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