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Peer reviewedFryer, Roland G., Jr.; Goeree, Jacob K.; Holt, Charles A. – Journal of Economic Education, 2005
The authors present a simple classroom game in which students are randomly designated as employers, purple workers, or green workers. This environment may generate "statistical" discrimination if workers of one color tend not to invest because they anticipate lower opportunities in the labor market, and these beliefs are self-confirming as…
Descriptors: Teaching Methods, Public Policy, Labor Economics, Investment
Macedonia, Manuela – Support for Learning, 2005
Active spoken mastery of a foreign language all too often remains an illusive wish on the part of language learners. There is a tendency to seek the causes of non-fluency and accurate speech outside the classroom, for example, too little involvement, interest and time investment on the part of learners. In this article Manuela Macedonia asserts…
Descriptors: Foreign Countries, Second Language Instruction, Language Fluency, Syntax
Stidwell, Peter – Primary Science Review, 2005
The author has developed an innovative science website resource that also shows how engineers use science. As well as addressing scientific facts and concepts, the resource also engages children in the process of scientific enquiry, using graph tools and data interpretation. Part of the resource helps children to understand that much of what they…
Descriptors: Science Education, Science Instruction, Engineering, Engineering Education
Abelman, Robert – Roeper Review, 2006
This investigation explores the level, type, and extent of household mediation of television, the Internet, and videogames employed by parents of achieving and underachieving, intellectually gifted children in light of the recently declared "war on indecency." It examines various child-rearing practices and perceptions as well as salient…
Descriptors: Gifted, Internet, Mass Media Effects, Academic Ability
Hopkins, Brian – PRIMUS, 2004
The interconnected world of actors and movies is a familiar, rich example for graph theory. This paper gives the history of the "Kevin Bacon Game" and makes extensive use of a Web site to analyze the underlying graph. The main content is the classroom development of the weighted average to determine the best choice of "center" for the graph. The…
Descriptors: Educational Games, Web Sites, Graphs, Mathematics Instruction
Jones, Michael A. – PRIMUS, 2003
In 1945, Bronislaw Knaster proposed a procedure to divide any number of indivisible goods between a finite number of players requiring the players to place monetary values or bids on all of the goods. Often discussed in math for liberal arts courses that concentrate on contemporary applications of mathematics for non-major students, Knaster's…
Descriptors: Advanced Students, Game Theory, Calculus, Liberal Arts
Colwell, John; Kato, Makiko – Simulation & Gaming, 2005
Results from research into negative correlates of computer/video game play in the United Kingdom and in Japan are presented, with new analyses across cultures. Patterns of play are similar, although Japanese adolescents have been playing for longer, they play fewer aggressive games, and there is greater perceived concern by Japanese parents.…
Descriptors: Play, Video Games, Early Adolescents, Foreign Countries
Inglis, Sue; Sammon, Sheila; Justice, Christopher; Cuneo, Carl; Miller, Stefania; Rice, James; Roy, Dale; Warry, Wayne – Simulation & Gaming, 2004
This article reviews how and why the authors have used the cross-cultural simulation BAFA BAFA in a 1st-year social sciences inquiry course on social identity. The article discusses modifications made to Shirts's original script for BAFA BAFA, how the authors conduct the postsimulation debriefing, key aspects of the student-written reflection of…
Descriptors: Cultural Pluralism, Social Sciences, Course Content, Simulation
Fairfield-Sonn, James W.; Morgan, Sandra; Sumukadas, Narendar – Simulation & Gaming, 2004
Over the last several decades many systematic management approaches, such as Total Quality Management, aimed at improving organizational performance and employee satisfaction have captured organizations' attention. Given their origins in statistics, operations management, and engineering, many of the concepts and techniques are technical. When…
Descriptors: Employee Attitudes, Total Quality Management, Job Satisfaction, Students
Doshi, Ameet – Computers in Libraries, 2006
This article outlines some of the innovative ideas expressed at the December 2005 Gaming, Learning and Libraries symposium attended by the author, as well as his own notions about the potential for integrating gaming with information literacy. The purpose of this article is to recognize the possibilities to engage students in an environment that…
Descriptors: Information Literacy, Library Skills, Teaching Methods, Change Strategies
Tingstrom, Daniel H.; Sterling-Turner, Heather E.; Wilczynski, Susan M. – Behavior Modification, 2006
The Good Behavior Game (GBG), a type of interdependent group-oriented contingency management procedure, was first introduced in 1969 and has been used with overwhelming success in classrooms and other settings. Since its inception, the "game" has utilized team competition and peer influence combined with reinforcement procedures. It has been found…
Descriptors: Contingency Management, Peer Influence, Reinforcement, Behavior Change
Wood, Eileen; Willoughby, Teena; Schmidt, Alice; Porter, Lisa; Specht, Jacqueline; Gilbert, Jessica – Information Technology in Childhood Education Annual, 2004
The impact of four computer input devices (mouse, EZ ball, touch pad, touch screen) for 81 preschoolers (ranging from 34 to 78 months of age) and 43 early childhood educators (mean age was 29 years and 9 months) was examined. Participants played two computer games with 10 trials for each game followed by a survey assessing their preferences for…
Descriptors: Educational Technology, Preschool Children, Early Childhood Education, Computer Uses in Education
Skouteris, Helen; Spataro, Josie; Lazaridis, Mary – Developmental Science, 2006
The experiments reported here were concerned with the development of delayed self-recognition. Children were videotaped playing a game and were marked covertly with a sticker on their forehead while doing so. The findings, of both a cross-sectional sample and a prospective longitudinal one, revealed that 3- but not 2.5-year-old children reached to…
Descriptors: Human Body, Age Differences, Experiments, Self Concept
Hammond, Ross A.; Axelrod, Robert – Journal of Conflict Resolution, 2006
Ethnocentrism is a nearly universal syndrome of attitudes and behaviors, typically including in-group favoritism. Empirical evidence suggests that a predisposition to favor in-groups can be easily triggered by even arbitrary group distinctions and that preferential cooperation within groups occurs even when it is individually costly. The authors…
Descriptors: Ethnocentrism, Cooperation, Social Attitudes, Social Bias
Shaw, Rebecca; Grayson, Andy; Lewis, Vicky – Journal of Attention Disorders, 2005
Contrary to empirical reports of inhibitory dysfunction in ADHD, parental reports suggest that when playing computer games, the inhibitory abilities of children with ADHD are unimpaired. This small-scale preliminary investigation into this phenomenon looks at inhibition of an ongoing response and activity exhibited by children with ADHD between 6…
Descriptors: Performance Tests, Attention Deficit Disorders, Inhibition, Hyperactivity

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