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Peer reviewedUry, Connie J.; King, Terry L. – Research Strategies, 1995
Describes a study conducted by Northwest Missouri State University's library to determine which (if either) of two methods of reinforcing library orientation instruction elicited greater retention of information among freshman seminar students. A word find exercise completed by students individually and a Jeopardy-style game led by a librarian are…
Descriptors: Academic Libraries, College Freshmen, Course Integrated Library Instruction, Educational Games
Peer reviewedFisher, Sue – Journal of Adolescence, 1995
Gathered data on arcade use in adolescents (n=460). "Regular" arcade visitors varied sufficiently from the more "casual" visitors in their orientation to, and experience in, arcades. Regular visitors were more likely to score positively on indices screening for addiction. Raises questions about children's access to potentially…
Descriptors: Adolescents, Behavior Patterns, Behavior Problems, Peer Groups
Peer reviewedHenniger, Michael L. – Journal of Computing in Childhood Education, 1994
Analyzes seven characteristics of childhood play and describes way in which current computer technology for young children either allows for, or detracts from, creative play experiences. Argues that refinements are necessary before the computer can approach the effectiveness of more traditional materials in stimulating creative play experiences…
Descriptors: Child Behavior, Child Development, Childrens Games, Computer Uses in Education
Peer reviewedFerrer Sancho, Immaculada; Planes, Monica Valls – Educational Media International, 1995
Describes an interactive computer game developed for secondary school students to promote the teaching of multiculturalism. Discusses contextual difficulties, content, design strategy, prerequisites established by the psychology of education, screen design, and question answering. (AEF)
Descriptors: Computer Assisted Instruction, Computer Games, Computer System Design, Educational Media
Peer reviewedOkolo, Cynthia M. – Exceptionality: A Research Journal, 1992
Intermediate-level students (n=41) with learning disabilities, regardless of initial attitude or the type of program (game or drill-and-practice) used, significantly improved their arithmetic facts proficiency after four sessions of computer-based practice. The game format had a facilitative effect on continuing motivation of students with low…
Descriptors: Arithmetic, Computer Assisted Instruction, Drills (Practice), Educational Games
Peer reviewedGlashow, Sheldon Lee – Quantum, 1992
Describes "Bop," a game that considers solely the sequence of letters. Words are determined to be equivalent if different letters of one word become different letters in the other word in exactly the same order. Examples of four-, five-, and six-letter words and BOProblems are provided. (MDH)
Descriptors: Coding, Creative Activities, Creative Thinking, Educational Games
Chapman, G. P. – Simulation/Games for Learning, 1992
Discusses three simulation games focusing on social and economic interaction that can be used to enhance understanding and sensitivity in development studies training: the Green Revolution Game (rural development in India), Exaction (a whole national society game commissioned by the World Bank), and Africulture (a new game about labor-scarce…
Descriptors: Agriculture, Community Development, Developing Nations, Economic Development
Ellington, Henry – Simulation/Games for Learning, 1992
Describes the Grampion Primary Industry Project, a curriculum development project which used games, role playing, and simulation to teach students from kindergarten through grade seven about the business world. Outcomes showed the project succeeded in achieving objectives all across the primary curriculum. Specific games are described. (three…
Descriptors: Age Differences, Business, Case Studies, Curriculum Development
Peer reviewedMacArthur, Brent; And Others – Canadian Social Studies, 1992
Presents a game for learning about Canada's geography, natural resources, and major highways. Suggests that the activity will help students develop map skills, knowledge of capital cities, cooperative skills, and natural and human-made hazards. Includes instructions concerning game objectives, procedures, and materials. (SG)
Descriptors: Cooperative Learning, Educational Games, Foreign Countries, Geography Instruction
Raker, Elizabeth; And Others – Learning, 1992
The Olympic games can help motivate students to learn geography. The article offers a geography decathlon with 10 events to help students build map skills, multicultural awareness, and cooperative spirit. Each event covers at least one of the five fundamental geographic themes (location, place, regions, human/environment interactions, and…
Descriptors: Class Activities, Cooperative Learning, Creative Teaching, Cultural Awareness
Peer reviewedParr, Alan – Mathematics in School, 1992
Presents the game "Life91," an adaptation of Conway's "The Game of Life." Played on a hexagonal board, the game generates number patterns of population size by rules that determine cell growth and death from one generation to another. An example illustrates the process. (MDH)
Descriptors: Discovery Learning, Educational Games, Enrichment Activities, Inquiry
Peer reviewedLivingston, Lori A. – Journal of Research on Computing in Education, 1991
This study was designed to determine whether differences in performance on a popular instructional gaming package would be observed under differing conditions of color presentation. It was hypothesized that performance would be enhanced under a monochromatic and/or moderately colored condition, and least successful under a multicolored condition.…
Descriptors: Analysis of Variance, Color, Computer Games, Computer Software
DeVries, Rheta; And Others – Moral Education Forum, 1991
Discusses a study of the sociomoral atmosphere of three kindergarten classrooms and the sociomoral development of students. Reports that children were observed interacting as they played a board game. Concludes that the higher the level of interpersonal understanding enacted by the teacher, the higher the level enacted by children. (SG)
Descriptors: Classroom Environment, Classroom Observation Techniques, Classroom Research, Games
Peer reviewedSchneiderman, Ellen – Perspectives in Education and Deafness, 1990
This article presents a rationale and ways to use communication games in written form to entice deaf children to try new forms of language. It emphasizes the importance of using communicative teaching methods and considering students' communicative adequacy rather than form. Games include picture/object matching games and bingo/lotto games. (JDD)
Descriptors: Communication Skills, Deafness, Educational Games, Elementary Secondary Education
Blizard, Elizabeth B. – Learning, 1990
Discusses how to teach children about electricity via home projects involving electricity games. The concepts of circuits, conductors, and insulators are illustrated by having students build their own game boards. Instructions for making a telegraph and learning the Morse code are provided. (SM)
Descriptors: Class Activities, Educational Games, Electric Circuits, Electricity


