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Sarason, Yolanda; Banbury, Catherine – Journal of Management Education, 2004
University faculty are increasingly called on to be less of a sage on the stage and more a guide on the side. This discussion introduces the underlying philosophy and assumptions of active learning theory. With this shift in pedagogical philosophy, there has been an increasing call for tools that actively engage students in the learning process. A…
Descriptors: Learning Theories, Active Learning, Teaching Methods, Educational Philosophy
Huffaker, Julie Sheldon; West, Ellen – Journal of Management Education, 2005
Improv? In a business classroom? The goal was to find out how these tools might enhance learning. This article describes the authors' journey exploring using improvisational forms in a business class. The article describes the three primary learning objectives that the authors hoped to accomplish using improv tools, a detailed account of how the…
Descriptors: Business Administration Education, Theater Arts, Teaching Methods, Experiential Learning
McKeirnan, Mark – Zero to Three (J), 2006
This article describes the use of touch as a strategy to teach children with multiple handicaps. Touch cues help children to anticipate events and to interpret information from the environment. Caregivers should first observe the child's existing repertoire of movements, and then create touch cues that build upon the child's preferred…
Descriptors: Cues, Caregivers, Parent Child Relationship, Nonverbal Communication
Gachter, Simon; Thoni, Christian; Tyran, Jean-Robert – Journal of Economic Education, 2006
Instructors can use a computerized experiment to introduce students to imperfect competition in courses on introductory economics, industrial organization, game theory, and strategy and management. In addition to introducing students to strategic thinking in general, the experiment serves to demonstrate that profits of a firm fall as the number of…
Descriptors: Economics Education, Microeconomics, Competition, Experiments
Pope, Clive C. – Physical Education and Sport Pedagogy, 2005
Certainly, the process of decision-making and problem-solving in a shifting playing environment lies at the core of the Teaching Games for Understanding (TGfU) model. What is not clear is how, at the time of decision-making, players' feelings or affective factors and their subsequent influence on thinking, influence these processes. Affect has a…
Descriptors: Physical Education, Models, Decision Making, Problem Solving
Wiest, Lynda R. – Australian Primary Mathematics Classroom, 2006
Games are among the many types of activities that can be used to help promote number sense. Chosen and used wisely, games encourage learning and motivate many students to grasp concepts more quickly and fully. This article describes a popular and easy-to-implement number sense game--called Digits and Dice--most commonly used in conjunction with…
Descriptors: Number Concepts, Numeracy, Manipulative Materials, Educational Games
Akinsola, M. K.; Animasahun, I. A. – Turkish Online Journal of Educational Technology - TOJET, 2007
This study sought to determine the effect of simulation-games environment on students' achievement in attitudes to mathematics in secondary school. Data was collected from a sample of 147 students in senior secondary school in Osun-State, Nigeria. t-test and analysis of variance was used to analyze the data collected for the study. The finding…
Descriptors: Secondary School Mathematics, Secondary School Students, Computer Games, Computer Simulation
Ghere, David; Amram, Fred M. B. – British Journal of Music Education, 2007
The first British patent describing an educational game designed for musical "amusement and instruction" was granted in 1801 to Ann Young of Edinburgh, Scotland. The authors' discovery of Young's game box has prompted an examination of the nature and purpose of the six games she designed. Ann Young's patent is discussed in the context of…
Descriptors: Music Education, Educational Games, Intellectual Property, Cultural Context
Mishra, Punya; Foster, Aroutis N. – Online Submission, 2007
Educational games have become the lightning rod for learning and preparing a future skilled workforce. Both the people, who argue against and for games agree that learning is possible, but what is learned is another issue. However, the claims about games for learning lacks substantial research and for the most part remains merely philosophical…
Descriptors: Grounded Theory, Educational Games, Psychology, Pedagogical Content Knowledge
Kumar, Rita; Lightner, Robin – International Journal of Teaching and Learning in Higher Education, 2007
This two-part study investigates perceptions of interactive classroom teaching techniques for adult learning. In the first part of the study 62 college faculty members and 45 corporate trainers were surveyed about their teaching and training methods. The survey had two main objectives: to determine rates of classroom techniques used, and to…
Descriptors: Classroom Techniques, Teaching Styles, Student Attitudes, Training Methods
Greitzer, Frank L.; Kuchar, Olga Anna; Huston, Kristy – Journal on Educational Resources in Computing, 2007
Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In…
Descriptors: Training Objectives, Educational Technology, Educational Principles, Design Requirements
Ke, Fengfeng; Grabowski, Barbara – British Journal of Educational Technology, 2007
This study investigated the effects of gameplaying on fifth-graders' maths performance and attitudes. One hundred twenty five fifth graders were recruited and assigned to a cooperative Teams-Games-Tournament (TGT), interpersonal competitive or no gameplaying condition. A state standards-based maths exam and an inventory on attitudes towards maths…
Descriptors: Drills (Practice), Grade 5, Multivariate Analysis, Educational Games
Gosen, Jerry; Washbush, John – Simulation & Gaming, 2004
This article focuses on the research and scholarship dealing with the assessment of the experiential approach in both its computer-based and human-based forms. It covers two forms of assessment. First it covers explicit attempts to assess the validity of experiential learning, and second it focuses on measuring the effectiveness of the…
Descriptors: Research Design, Validity, Experiential Learning, Program Effectiveness
Garcia Sanchez, Inmaculada Maria – ProQuest LLC, 2009
Moroccan Immigrant Children in a Time of Surveillance: Navigating Sameness and Rooted in twenty months of ethnographic fieldwork in Southwestern Spain, this dissertation analyzes the socio-cultural and linguistic lifeworlds of 8-11 year-old Moroccan immigrant children as they navigate family, school institutions, and peer groups in Spain. To…
Descriptors: Muslims, Multilingualism, Foreign Countries, Immigrants
McGreal, Rory; Anderson, Terry – International Journal of Distance Education Technologies, 2007
A principal characteristic of the Canadian experience with e-learning is the uniquely Canadian feature of provincial jurisdiction over education. Canada is the only country that does not have a national department or ministry of education. Therefore, any investigation of e-learning in Canada must focus more on specific provincial initiatives in…
Descriptors: Foreign Countries, Electronic Learning, Consortia, Virtual Universities

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