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Cassel, Russell N. – 1975
The Computerized Decision Development System (DEDEV) is designed to foster decision-making competency in individuals through a two stage process: (1) providing information about scientific decision-making, and (2) providing experience with use of information in "meaty" problems by computerized gaming and simulation. This manual presents the 14…
Descriptors: Computer Oriented Programs, Decision Making, Decision Making Skills, Educational Technology
Thiebaut, Jean Marie; And Others – Francais dans le Monde, 1978
This installment of "A Comme..." presents the following: use of the felt board for group games and reinforcement activities; a proposal for a sociocultural approach to classified ads and a sample lesson plan; and a discussion of the use of authentic documents for teaching future tense. (Text is in French.) (AMH)
Descriptors: Bulletin Boards, Cultural Education, Educational Games, French
Peer reviewedKiltinen, John O.; Tasson, Dennis – School Science and Mathematics, 1978
A BASIC computer program based on a game that involves picking the appropriate weighings to find an odd base from among 13 balls in three tries is discussed. A sample run is included. (MN)
Descriptors: Computer Assisted Instruction, Computer Programs, Educational Games, Instructional Materials
Peer reviewedSanders, Carol – English Language Teaching Journal, 1977
Use of classroom improvisations and role-playing can help the second language learner speak quickly, naturally, and spontaneously. The technique is discussed and illustrated. (CHK)
Descriptors: Audiolingual Skills, Class Activities, Classroom Techniques, Educational Games
Wilson, Marian; Meade, Arland – Journal of Business Education, 1977
Describes a five-state project which proved that a videotaped quiz show can be an effective format for teaching consumer education to teenagers and adults. (TA)
Descriptors: Adult Education, Consumer Education, Educational Games, Educational Media
Fuller, Robert G. – Videodisc and Optical Disc, 1985
Several interactive videodisc lessons--Physics and Automobile Collisions, Energy Transformations Featuring the Bicycle, Studies in Motion, and Puzzle of the Tacoma Narrows Bridge Collapse--are discussed in terms of Malone's theory based on computer game analysis that challenge, curiosity, and fantasy are aspects of intrinsic motivation for…
Descriptors: Computer Assisted Instruction, Computer Graphics, Curiosity, Educational Environment
Soltow, Willow Ann – Children & Animals, 1987
Explains a program designed to get students involved in encouraging local pet owners to license their animals. Discusses the possibilities this program offers in teaching citizenship. Includes five teaching activities intended for use in elementary language arts and social studies lessons. (TW)
Descriptors: Animal Facilities, Certification, Citizen Participation, Citizenship Education
DeRosa, Bill – Children & Animals, 1987
Explains a teaching activity designed to help students develop an appreciation of the role of animal control officers in the community and the importance of licensing their pets. Includes playing instructions, reproducible game cards and a game board, and a supportive statement from the director of a state humane society. (TW)
Descriptors: Animal Caretakers, Animal Facilities, Certification, Citizen Participation
Peer reviewedBiggs, William D. – Simulation and Games, 1987
Defines computerized functional business games as those focusing on decision making and integration in the areas of accounting/finance, marketing, personnel/human resources, and production/operations. Nine currently available games are reviewed and evaluated in the context of a learning model. (Author/LRW)
Descriptors: Accounting, Business, Computer Simulation, Decision Making
Peer reviewedHedley, Carolyn N. – Journal of Reading, Writing, and Learning Disabilities International, 1987
Lists are provided of computer software for use by persons (elementary school through adult) with social learning deficits to increase competence in (1) personal and social awareness and skill; (2) business and career competencies; and (3) leisure time and sports activity, which often fosters human relations and communication skill. (VW)
Descriptors: Business Skills, Communication Skills, Computer Assisted Instruction, Computer Software
Peer reviewedPhillips, Martin – System, 1987
Describes three models of CALL (computer assisted language learning) activity--games, the expert system, and the prosthetic approaches. A case is made for CALL development within a more instrumental view of the role of computers. (Author/CB)
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Computer Software, Databases
Peer reviewedBecker, Judith A.; Smenner, Patricia C. – Language in Society, 1986
Analyzes the frequency of preschoolers' (N=250) spontaneous use of "thank you" while playing games with unfamiliar adults or peers. Findings indicate that girls and low socioeconomic status children said "thank you" spontaneously more often than boys and middle socioeconomic status children. Children said "thank you"…
Descriptors: Communication Skills, Games, Group Behavior, Language Usage
Degert, Alain; Lavenne, Christian – Francais dans le Monde, 1986
Language Lotto is a game to sensitize second language students to a variety of conversational strategies and to what is implicit in spoken discourse. (MSE)
Descriptors: Classroom Techniques, Communicative Competence (Languages), French, Games
School Library Media Activities Monthly, 1986
Provides six library media activities designed for use in connection with specific curriculum units in art, science, and social studies. The activities focus on appreciating Georgia O'Keefe, sound travel, rock identification, Thanksgiving customs, state road maps, and world religions. The descriptions include objectives, grade levels,…
Descriptors: Acoustics, Art Appreciation, Educational Games, Elementary Education
Peer reviewedSowell, Evelyn J. – Arithmetic Teacher, 1987
The purposes, materials, and roles of teachers and students in developmental and practice lessons are contrasted. Two lessons designed to help students acquire understanding of geometric figures and of place value and two games for each are included. (MNS)
Descriptors: Concept Formation, Drills (Practice), Educational Games, Elementary Education


