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Peer reviewedDukes, Richard L.; Mattley, Christine L. – Simulation and Games, 1986
The effect of class position on mobility, perceptions, and behavior in society is investigated using a game based on the STARPOWER simulation. Two versions are used, one representing an achievement-oriented society and one a society based on ascription. Results of the games and the value of simulation as a research method are discussed. (LRW)
Descriptors: Educational Games, Predictor Variables, Research Methodology, Simulation
Peer reviewedGoffin, Stacie G. – Young Children, 1987
Maintains that early childhood educators should encourage cooperative behavior among young children. Teachers can encourage such behaviors by organizing space and activities that facilitate cooperative social interactions; by supporting and reinforcing children's cooperative ventures; by planning for cooperative classroom activities; and by…
Descriptors: Childrens Games, Class Activities, Cooperation, Group Activities
Naturescope, 1986
Describes the distinctive characteristics of mammals and compares modern mammals with their prehistoric relatives as well as with other animal groups. Includes activities and ready-to-copy games, illustrations, and diagrams of wolves, vertebrates, and past and present mammals. (ML)
Descriptors: Educational Games, Elementary Education, Elementary School Science, Environmental Education
Peer reviewedComeau, Marthe, Ed.; Coutu-Vaillancourt, Ghislaine, Ed. – Canadian Modern Language Review, 1985
Outlines a variety of suggestions for classroom activities for second language instruction and immersion. Most activities focus on the use of illustrations or illustrated materials. The descriptions of the activities are in French. (MSE)
Descriptors: Cartoons, Class Activities, Elementary Education, Experiential Learning
Peer reviewedSpraggins, Charles C.; Rowsey, Robert E. – Journal of Research in Science Teaching, 1986
Analyzed outcomes of using worksheets or simulation games in a high school biology course. Results (based on data obtained from 83 students) showed that students taught by the simulation game method had comparable achievement gains to students taught using worksheets. Differences related to sex are noted and discussed. (JN)
Descriptors: Academic Achievement, Biology, Educational Games, High Schools
Peer reviewedHare, Geoff E.; McAleese, Ray – System, 1985
Follows the development of a simulation game called the Language Assistant Game (LAG) designed to give practice to classroom language assistants in explaining meaning to students. The game simulates explaining in one's native language to students who are learning that language. Describes the competitive elements of the game and its different…
Descriptors: Classroom Techniques, Educational Games, Higher Education, Language Skills
Pearlman, Dara – Popular Computing, 1984
Discusses advantages and pleasures of utilizing a personal computer at home to receive electronic mail; participate in online conferences, software exchanges, and game networks; do shopping and banking; and have access to databases storing volumes of information. Information sources for the services mentioned are included. (MBR)
Descriptors: Computer Oriented Programs, Computer Software, Costs, Databases
Peer reviewedJournal of Nutrition Education, 1984
Describes: (1) a nutrition education game for students in grades 3-5; (2) a nutrition recipe content for seniors; (3) a nutrition and exercise awareness program for college students; and (4) bibliographies (called pathfinders) designed to give guidance during the initial stages of a search for information/resources on a particular topic. (JN)
Descriptors: Bibliographies, Class Activities, Educational Games, Elementary Secondary Education
Peer reviewedThiagarajan, Sivasailam; Pasigna, Aida L. – Simulation and Games, 1985
Describes basic structure of a framegame, Chain Gang, in which self-instructional modules teach a cognitive skill. Procedures are presented for loading new content into the game's basic framework to teach algorithms or heuristics and for game modification to suit different situations. Handouts used in the basic game are appended. (MBR)
Descriptors: Algorithms, Design, Educational Games, Formative Evaluation
Ramette, R. W. – Computers in Chemical Education Newsletter, 1985
A program (written in Microsoft BASIC) for the Texas Instrument and IBM microcomputers allows one to eight contestants to select one to six categories of questions to answer in the manner of the game Trivial Pursuit. The structure, use, and educational value of this program are reviewed. Ordering information is included. (JN)
Descriptors: Chemistry, College Science, Computer Software, Educational Games
Peer reviewedHeidt, Ann H. – Art Education, 1986
The experiences of college students enrolled as majors in elementary education in designing art appreciation activities for use in elementary classrooms are described. The college students had no art background. (RM)
Descriptors: Art Appreciation, Art Education, Course Descriptions, Educational Games
Peer reviewedEvans, Mary Ann; Rubin, Kenneth H. – Child Development, 1983
By using childhood games, examines extended speech in the natural discourse of kindergarten children and first- fourth-, and eighth-grade students. With a comparable knowledge base, younger children volunteered less information, focused more on game actions, and more frequently omitted rules outlining how games are set up or concluded. (Author/BJD)
Descriptors: Childrens Games, Elementary School Students, Elementary Secondary Education, Junior High School Students
Peer reviewedMoore, John W., Ed. – Journal of Chemical Education, 1984
Reviews a noncommercial educational game (Polymerlab) and changes made in GASLAWS (adaptation of mainframe program used in computer-assisted instruction). Describes programs on simulation of molecular speed distributions; interfacing microcomputers to make laboratory measurements; a course in microcomputer-instrument interfacing and measuring and…
Descriptors: Chemistry, College Science, Computer Assisted Instruction, Computer Programs
Geist, Ronni; Geist, Harry – Creative Computing, 1984
Reviews four commercially produced software packages for high school mathematics. Topic areas include: equations (tutorial); algebra (tutorial, drill and practice); general mathematics (tutorial, drill and practice); and graphing of algebraic equations (arcade games). Program name, hardware needed, format, current price, and source are provided.…
Descriptors: Algebra, Computer Programs, Drills (Practice), Educational Games
Peer reviewedThomas, William E.; Grouws, Douglas A. – School Science and Mathematics, 1984
Reports research supporting the hypothesis that concrete-operational college students playing the game Master Mind with an observer where there is verbal interaction designed to stimulate thinking about the problem-solving situation will show greater cognitive growth than subjects not playing the game. Implications for science instruction are…
Descriptors: Cognitive Development, College Science, College Students, Developmental Stages


