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Stinchfield, Randy; Hanson, William E.; Olson, Douglas H. – New Directions for Student Services, 2006
This chapter examines problem and pathological gambling among college students and reports on prevalence rate, risk and protective factors, prevention and intervention, and recommendations for college student personnel and other university administrators.
Descriptors: College Students, Risk, Operations Research, Game Theory
Kuwabara, Ko – Social Forces, 2005
This article extends Simpson's (2003) research on sex differences in social dilemmas. To test the hypotheses that men defect in response to greed and women to fear, Simpson created Fear and Greed Dilemmas, but experiments using these games supported the greed hypothesis only. In this article I focus on why the fear hypothesis failed and suggest…
Descriptors: Fear, Gender Differences, Hypothesis Testing, Demonstration Programs
O'Neil-Pirozzi, Therese M. – American Journal of Speech-Language Pathology, 2006
Purpose: The primary purpose of this exploratory study was to examine the influence of context on interaction patterns used by mothers who are homeless with their preschool children during book-reading and game-playing activities. The impact of mothers' previously determined language functioning on their contextual use of facilitating language…
Descriptors: Comparative Analysis, Language Usage, Homeless People, Mothers
Kynigos, Chronis; Latsi, Maria – International Journal for Technology in Mathematics Education, 2006
The new representations enabled by the educational computer game the "Juggler" can place vectors in a central role both for controlling and measuring the behaviours of objects in a virtual environment simulating motion in three-dimensional spaces. The mathematical meanings constructed by 13 year-old students in relation to vectors as…
Descriptors: Virtual Classrooms, Games, Computer Simulation, Intuition
O'Connor, Peter; O'Connor, Briar; Welsh-Morris, Marlane – Research in Drama Education, 2006
This article examines a national applied theatre programme coordinated through the Department of Child, Youth and Family in New Zealand. The programme uses dramatic processes to create opportunities for communities to discuss and find their own answers to the issues of child abuse and family violence. The programme utilises a sophisticated in-role…
Descriptors: Drama, Child Abuse, Child Neglect, Family Violence
Van Eck, Richard – Journal of Computers in Mathematics and Science Teaching, 2006
Many students enter mathematics courses with a poor attitude toward mathematics (Gal & Ginsburg, 1994), making attitude as important a consideration as achievement in mathematics (Cognition and Technology Group at Vanderbilt (CTGV), 1992; Marsh, Cairns, Relich, Barnes, & Debus, 1984; Sedighian & Sedighian, 1996). Pedagogical agents are often…
Descriptors: Student Attitudes, Mathematics Instruction, Middle School Students, Computer Simulation
de Freitas, Sara; Oliver, Martin – Computers and Education, 2006
There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. The lack of a dedicated framework has produced a significant impediment for the uptake of games and simulations particularly in formal…
Descriptors: Discovery Learning, Educational Games, Simulation, Educational Environment
Mukhamedyarova, Zhanna; Cotter, Mark S. – International Education, 2005
Today education is a key factor in developing an open society in Kazakhstan. Currently there are many discussions about how to make changes in the educational system in order to help learners become independent and interdependent, effective, and responsible citizens. The role of universities is to generate diverse opportunities for civic action,…
Descriptors: Independent Study, Citizenship Education, Foreign Countries, Democratic Values
Redesigning the Traditional Business Gaming Process: Aiming to Capture Business Process Authenticity
Lainema, Timo – Journal of Information Technology Education, 2004
The constantly changing business environment has forced many organizations to move away from focusing on individual tasks and functions to focusing on more integrated and coordinated ways of work. Higher-level business and information systems (IS) education is also in a state of change, as the traditional curriculum does not coincide with business…
Descriptors: Information Systems, Business, Game Theory, Constructivism (Learning)
McGuinness, Michael J. – Journal of Teaching in International Business, 2004
An international business simulation game designed for an introductory International Business course. The simulation game allows for student decision making and allows for the ready introduction of many topics which are covered in an International Business course. The simulation game has continued to be improved with student suggestions and has…
Descriptors: Introductory Courses, Educational Games, International Trade, Simulation
McGee, Heather M.; Dickinson, Alyce M.; Huitema, Bradley E.; Culig, Kathryn M. – Performance Improvement Quarterly, 2006
This study examined whether high performers performed better (a) under individual and group incentive pay than under hourly pay and (b) under individual incentive pay than under group incentive pay. Participants were 11 college students. An ABCDC within-subject design was used in which A was hourly pay with individual feedback, B was individual…
Descriptors: Feedback (Response), Incentives, College Students, Higher Education
Casile, Maureen; Wheeler, Jane V. – Journal of Management Education, 2005
The Magnetic Sentences Industry Game is a high-energy in-class exercise designed to help students gain hands-on experience with setting, implementing, evaluating, and revising business-level strategy. Students compete in teams to create and market sentences using Magnetic Poetry (a product of Magnetic Poetry, Inc.). Revenues earned are highly…
Descriptors: Sentences, Industry, Class Activities, Experiential Learning
Amory, A.; Seagram, R. – South African Journal of Higher Education, 2003
The relationship between educational theories, game design and game development are used to develop models for the creation of complex learning environments. The Game Object Model (GOM), that marries educational theory and game design, forms the basis for the development of the Persona Outlining Model (POM) and the Game Achievement Model (GAM).…
Descriptors: Educational Games, Educational Theories, Models, Computer Software
Visser, John G.; Greenwood, Ian G. – Education 3-13, 2005
Many schools experience playtime and lunchtime disputes in the playground. Some schools employ games or activities in an attempt to improve discipline. This article gives consideration to the extent that a playground ethos can be improved, and the number of less-severe disputes reduced, through the introduction of playground games.
Descriptors: Games, Playground Activities, Conflict Resolution, Conflict
Tzur, Ron; Clark, Matthew R. – Teaching Children Mathematics, 2006
This article presents playful activities for fostering students' conceptual understanding of angle--a root concept in mathematics--that revolve around the Mathematical Merry-Go-Round game. The authors focus on activities for two reasons. On one hand, NCTM's Principles and Standards for School Mathematics (2000) stresses the central role of student…
Descriptors: Constructivism (Learning), Discussion (Teaching Technique), Mathematics Instruction, Teaching Methods

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