Publication Date
| In 2026 | 1 |
| Since 2025 | 594 |
| Since 2022 (last 5 years) | 3068 |
| Since 2017 (last 10 years) | 6967 |
| Since 2007 (last 20 years) | 11785 |
Descriptor
| Educational Games | 9519 |
| Teaching Methods | 5516 |
| Games | 5082 |
| Foreign Countries | 4923 |
| Video Games | 2748 |
| Computer Games | 2603 |
| Game Based Learning | 2557 |
| Educational Technology | 2419 |
| Learning Activities | 2184 |
| Student Attitudes | 2062 |
| Simulation | 2013 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 2430 |
| Teachers | 1547 |
| Students | 184 |
| Researchers | 175 |
| Parents | 157 |
| Media Staff | 61 |
| Administrators | 55 |
| Policymakers | 40 |
| Counselors | 17 |
| Community | 14 |
| Support Staff | 7 |
| More ▼ | |
Location
| Turkey | 481 |
| Australia | 360 |
| Taiwan | 299 |
| Canada | 271 |
| United Kingdom | 237 |
| Spain | 232 |
| China | 210 |
| Indonesia | 198 |
| United States | 173 |
| California | 162 |
| Germany | 145 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 20 |
| Meets WWC Standards with or without Reservations | 31 |
| Does not meet standards | 17 |
Cohen, Elizabeth G.; And Others – 1971
The experiments here reported represent attempts to produce "equal status interaction" in four-man groups of junior high school boys, two of whom are white and two black. The theory is that equality is not a consequence of interracial task performance. Rather, it is likely that generally held beliefs about the differential competence of…
Descriptors: Black Students, Expectation, Games, Group Behavior
Digital Equipment Corp., Maynard, MA. – 1971
The programs in these three booklets are designed to demonstrate how the computer can be applied to the problems of many disciplines. The problems and the corresponding computer programs are, for the most part, quite simple and are designed to be "jumping-off points" for students from the high school level up. Programs include one or more from…
Descriptors: Algebra, Arithmetic, Biology, Business Education
Parot, Jean Jacques – 1971
This document, based on mathematical research conducted by the Instituto Colombiano de Pedagogia, is the first in a series of scheduled publications designed to report recent findings to teachers and to offer new methodological guidelines in teaching math. This document suggests elementary-level learning activities for helping the students develop…
Descriptors: Abstract Reasoning, Cognitive Processes, Early Childhood Education, Educational Games
Community Services Planning Council, Sacramento, CA. – 1970
The ideas contained in this book provide a sampling the tutor can do in the study center. These activities include: (1) thinking games; (2) reading and language skills; (3) vocabulary building games; (4) math games; (5) spelling practice, games, and additional techniques, and, (6) "fun." The user of the book is advised to: (1) refer all discipline…
Descriptors: Educational Games, Elementary Education, Elementary School Curriculum, Individual Instruction
Illinois Univ., Urbana. Social Science Curriculum Study Center. – 1968
Designed to follow "Economics: Choice Making" described in SO 003 175, this secondary teacher and student manual provides simulation exercises to approximate the processes of political decision-making on the local level. Objectives of this course of study are for students to: gain an understanding of political processes; learn analytical methods…
Descriptors: Class Activities, Cognitive Objectives, Community Study, Concept Teaching
Manpower Administration (DOL), Washington, DC. U.S. Training and Employment Service. – 1964
The United States Training and Employment Service General Aptitude Test Battery (GATB), first published in 1947, has been included in a continuing program of research to validate the tests against success in many different occupations. The GATB consists of 12 tests which measure nine aptitudes: General Learning Ability; Verbal Aptitude; Numerical…
Descriptors: Aptitude Tests, Assembly (Manufacturing), Career Guidance, Cutting Scores
Mathews, Sharleen; Sipe, Bonnie – 1971
A course designed to sensitize the student to both verbal and non-verbal clues to the levels of meaning from written and non-written communication is presented. Course objectives include the following: (1) Students recognize examples of emotionally toned language; (2) Students determine attitudes from demonstrations of various body gestures,…
Descriptors: Attitudes, Cognitive Processes, Communication (Thought Transfer), Course Content
DeVries, David L.; And Others – 1976
Cooperative classroom structures create more positive student attitudes and interpersonal relations. Their effect on student learning is less clear. TGT (Teams-Games-Tournament) is one cooperative-competitive classroom structure which facilitates learning mathematics and language arts. A study applying TGT to third grade reading classes is…
Descriptors: Basic Skills, Class Activities, Classroom Research, Educational Games
Peer reviewedNichols, Gary John – Journal of Geological Education, 1987
Describes a computer-assisted oil exploration and production game for students involved in a short course in petroleum geology. Outlines the game and its procedures, and provides sample structure maps generated by the computer in the course of playing the game. (TW)
Descriptors: College Science, Computer Assisted Instruction, Computer Graphics, Computer Simulation
School Library Media Activities Monthly, 1987
Provides fully developed library media activities designed to be used in connection with specific curriculum units in art, music, reading and language arts, science, and social studies. For each activity, objectives of the exercise, resources, instructional roles of librarians and teachers, procedures involved, and evaluation and follow-up…
Descriptors: Educational Games, Elementary Education, Learning Activities, Learning Resources Centers
Designing an Educational Game, Simulation or Workshop: A "Course and Curriculum" Design Perspective.
Cryer, Patricia – Simulation/Games for Learning, 1987
Discusses the nature and sequencing of decisions involved in designing a game, simulation, or workshop from the theoretical perspective of course and curriculum design. A model for design is presented that incorporates objectives, teaching/learning methods, content, and assessment/evaluation, and other models are also discussed. (Author/LRW)
Descriptors: Content Analysis, Curriculum Design, Decision Making, Educational Games
Peer reviewedHall, Susan E. M. – Journal of Teaching Writing, 1985
Examines teacher attitudes that inhibit experimentation and stifle the development of beginning writers. Illustrates the drawbacks of insisting on (1) using only one approach to learning to write, (2) keeping a quiet classroom, (3) fitting letters between the lines of ruled paper, (4) using primary pencils for all writing activities, and (5)…
Descriptors: Class Activities, Classroom Techniques, Discipline, Early Childhood Education
Peer reviewedShuker, Leon; And Others – Education and Computing, 1987
Three articles address different uses of computers in education. British inservice training for primary school teachers using microcomputer-based adventure software is described; fundings of two Canadian projects using computer teleconferencing are reviewed; and the use of computer-assisted instruction for primary school mathematics education is…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Concept Teaching
Peer reviewedWolfe, Joseph; Box, Thomas M. – Simulation and Games, 1988
Discussion of teamwork and group decision making focuses on study of undergraduates conducted to identify the variables that affect team cohesion in a business game. A literature review on small groups and business games is presented, hypotheses tested are described, discriminant analyses are explained, and suggestions for further research are…
Descriptors: Academic Achievement, Decision Making, Discriminant Analysis, Factor Analysis
Grabe, Mark; Dosmann, Mark – Journal of Computer-Based Instruction, 1988
Considers the instructional potential of computer adventure games to develop text-processing skills. Design improvements to increase metacognitive skills are discussed, a prototype adventure game utilizing intact prose is described, and a study using the game with sixth-grade readers of varying ability is reported. (LRW)
Descriptors: Ability Grouping, Analysis of Variance, Computer Games, Connected Discourse


