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Learning, 1991
This activity book for teachers and students presents ideas for lessons on Christopher Columbus. Three sections offer teaching ideas and student activities focusing on Columbus's inspiration and preparation for departure, the science of navigation and the voyage, and the pros and cons of changes brought about by Columbus's voyage. (SM)
Descriptors: Cartography, Class Activities, Critical Thinking, Discovery Learning
Peer reviewedGosenpud, Jerry; Miesing, Paul – Simulation & Gaming, 1992
Describes a study that examined the relative impact of 44 independent variables on performance in a business simulation used in an administrative policy course. Categories of variables include ability, motivation, interest, confidence, cohesion, and organizational formality; and results indicate that motivation and interest have the most effect on…
Descriptors: Academic Ability, Academic Achievement, Administrator Education, Computer Simulation
Peer reviewedAnderson, Philip H.; Lawton, Leigh – Simulation & Gaming, 1992
Discussion of assessing student performance on simulation exercises focuses on a study that examined the relationship between financial performance and various other measures of student learning in a business simulation. The use of Bloom's taxonomy of learning is explained and further research is suggested. (14 references) (LRW)
Descriptors: Academic Achievement, Administrator Education, Correlation, Evaluation Methods
Peer reviewedLevin, Susanna – Physician and Sportsmedicine, 1992
The presence of older Olympians suggests aging itself may not be the primary obstacle to long-term athletic performance. For older athletes, scheduling sufficient training and recovery time becomes increasingly difficult, but physical and financial rewards entice them to try. No studies have directly addressed the true potential of aging athletes.…
Descriptors: Adults (30 to 45), Aging (Individuals), Athletes, Athletics
Peer reviewedSchwartzman, Steven – Mathematics Teacher, 1993
Discusses the surprising result that the expected number of marbles of one color drawn from a set of marbles of two colors after two draws without replacement is the same as the expected number of that color marble after two draws with replacement. Presents mathematical models to help explain this phenomenon. (MDH)
Descriptors: College Mathematics, Games, Higher Education, Learning Activities
Peer reviewedFord, Marilyn Sue; Crew, Caroline Gibson – Arithmetic Teacher, 1991
Presented are simple activities that can be completed by students at home with the help of a parent. Activities include the topics of sorting, patterning, counting and numbers, geometry, adding, subtracting, and measuring. Each activity describes a series of sequenced tasks related to one of the topics. (KR)
Descriptors: Arithmetic, Educational Games, Elementary Education, Geometry
Freeman, Darlene; And Others – Learning, 1991
This problem-solving activity book offers tools for attacking problems in the classroom and beyond (a reproducible card set explaining problem-solving skills, a math problem-solving grid, problem-solving lessons in science, language arts, and social studies, and a poster following scientists as they fight to reclaim an endangered species). (SM)
Descriptors: Class Activities, Educational Games, Elementary Education, Elementary School Mathematics
Willings, David; Greenwood, Bill – Gifted Education International, 1990
A program of intervention called therapeutic tutoring to help underachievers is described. Intervention centers around students' loci of control, through a process of identifying areas in which students feel empowered and relating academic experiences to these areas. Academic exercises based on Monopoly, cricket, rugby, soap operas, field hockey,…
Descriptors: Classroom Techniques, Elementary Secondary Education, Games, Individual Power
Peer reviewedWilliams, Robert B. – Journal of Economic Education, 1993
Asserts that classroom discussions of the fairness of the competitive market economy often deteriorate into polemical arguments. Presents a classroom simulation that enables students, regardless of their initial opinions to experience a variety of factors that influence wealth distribution in a market economy. (CFR)
Descriptors: Capitalism, Class Activities, Economic Factors, Economics
Peer reviewedCross, Tim L. – Journal of Natural Resources and Life Sciences Education, 1993
Describes a recently developed microcomputer-based farm management game called AgVenture. The objective of the program is to allow students to practice making management decisions for a model crop farm to teach risk management and reinforce traditional farming management principles. (MDH)
Descriptors: Agricultural Education, Agricultural Production, Computer Assisted Instruction, Computer Games
Peer reviewedKuismin, Heikki O. – Environmentalist, 1998
Explores questions regarding cooperation versus competition, long- or short-term planning, and issues of economics and policy formation through a discussion of game theory. Contains 25 references. (Author/PVD)
Descriptors: Environmental Standards, Game Theory, Higher Education, International Cooperation
Peer reviewedWeinman, Janice; Haag, Pamela – Educational Leadership, 1999
A 1998 American Association of University Women report describes a deepening technological divide between girls and boys. Boys are attracted to graphic arts and design; girls typically enroll in clerical and data-entry courses--the 1990s version of typing. Educators must help girls become "power users" and designers. (14 references) (MLH)
Descriptors: Clerical Occupations, Computer Assisted Design, Computer Games, Computer Graphics
Peer reviewedWisniewska, Ingrid – TESOL Journal, 1998
Using games to determine students' feelings and attitudes toward their language learning can help build group trust and air possible problems. Presents some well-known games that are adapted to find out more about what students think ("Find Someone Who...,""Prove It!," and "What Are You Good At?"). Game variations and teacher training adaptations…
Descriptors: Creative Teaching, Educational Games, Elementary Secondary Education, English (Second Language)
Peer reviewedHiggins, J. J.; Lawrie, A. M.; White, A. Goodith – System, 1999
Describes three pilot projects carried out with a special version of a computer-assisted language-learning activity, known as SEQUITUR, that seeks to develop awareness of cohesive devices and coherence features by displaying the start of a text and offering possible continuations. Usage logs of responses given by native and nonnative speakers of…
Descriptors: Cohesion (Written Composition), Computer Assisted Instruction, English (Second Language), Error Patterns
Peer reviewedTrotter, Terrel, Jr. – Mathematics Teaching in the Middle School, 1998
Presents a game along with several variations involving three players using three-digit numbers to help students improve their number sense on decimal numbers and fractions. (ASK)
Descriptors: Calculators, Decimal Fractions, Educational Games, Educational Technology


