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Weatherly, Jeffrey N.; Thompson, Bradley J.; Hodny, Marisa; Meier, Ellen – Journal of Applied Behavior Analysis, 2009
In a simulated casino environment, 6 nonpathological women played concurrently available commercial slot machines programmed to pay out at different rates. Participants did not always demonstrate preferences for the higher paying machine. The data suggest that factors other than programmed or obtained rate of reinforcement may control gambling…
Descriptors: Behavior Problems, Females, Games, Probability
Barker, Andrew T. – College Mathematics Journal, 2009
The traveler's dilemma is a generalization of the prisoner's dilemma which shows clearly a paradox of game theory. In the traveler's dilemma, the strategy chosen by analysis and theory seems obviously wrong intuitively. Here we develop a measure of evolutionary stability and show that the evolutionarily stable equilibrium is in some sense not very…
Descriptors: Game Theory, Mathematics Instruction, Mathematical Concepts, College Mathematics
Chatham, Doug – College Mathematics Journal, 2009
The "N" queens problem is a classic puzzle. It asks for an arrangement of "N" mutually non-attacking queens on an "N" x "N" chessboard. We discuss a recent variation called the "N" + "k" queens problem, where pawns are added to the chessboard to allow a greater number of non-attacking queens to be placed on it. We describe some of what is known…
Descriptors: Puzzles, Mathematics Instruction, Teaching Methods, Games
Lafond, Daniel; Lacouture, Yves; Cohen, Andrew L. – Psychological Review, 2009
The authors present 3 decision-tree models of categorization adapted from T. Trabasso, H. Rollins, and E. Shaughnessy (1971) and use them to provide a quantitative account of categorization response times, choice proportions, and typicality judgments at the individual-participant level. In Experiment 1, the decision-tree models were fit to…
Descriptors: Reaction Time, Classification, Models, Statistical Analysis
Fischer, Ilan – Journal of Experimental Psychology: General, 2009
Subjective expected relative similarity (SERS) is a descriptive theory that explains cooperation levels in single-step prisoner's dilemma (PD) games. SERS predicts that individuals cooperate whenever their "subjectively perceived similarity" with their opponent exceeds a situational index, namely the game's "similarity threshold." A thought…
Descriptors: Cues, Semantics, Cooperation, Experiments
Liming, Drew – Occupational Outlook Quarterly, 2009
This article talks about voice actors and features Tony Oliver, a professional voice actor. Voice actors help to bring one's favorite cartoon and video game characters to life. They also do voice-overs for radio and television commercials and movie trailers. These actors use the sound of their voice to sell a character's emotions--or an advertised…
Descriptors: Television Commercials, Video Games, Cartoons, Films
Dinov, Ivo D.; Christou, Nicolas – Teaching Statistics: An International Journal for Teachers, 2009
The Statistics Online Computational Resource (http://www.SOCR.ucla.edu) provides one of the largest collections of free Internet-based resources for probability and statistics education. SOCR develops, validates and disseminates two core types of materials--instructional resources and computational libraries. (Contains 2 figures.)
Descriptors: Statistics, Probability, Computation, Blended Learning
Wilson, Katherine A.; Bedwell, Wendy L.; Lazzara, Elizabeth H.; Salas, Eduardo; Burke, C. Shawn; Estock, Jamie L.; Orvis, Kara L.; Conkey, Curtis – Simulation & Gaming, 2009
Games are an effective and cost-saving method in education and training. Although much is known about games and learning in general, little is known about what components of these games (i.e., game attributes) influence learning outcomes. The purpose of this article is threefold. First, we review the literature to understand the "state of play" in…
Descriptors: Educational Games, Simulation, Learning Theories, Skills
Scott-Phillips, Thomas C.; Kirby, Simon; Ritchie, Graham R. S. – Cognition, 2009
A unique hallmark of human language is that it uses signals that are both learnt and symbolic. The emergence of such signals was therefore a defining event in human cognitive evolution, yet very little is known about how such a process occurs. Previous work provides some insights on how meaning can become attached to form, but a more foundational…
Descriptors: Experiments, Cognitive Processes, Cognitive Development, Games
Dixon, Mark R.; Holton, Bethany – Journal of Applied Behavior Analysis, 2009
The present study explored the delay discounting of future and past monetary rewards by pathological gamblers. Using a multiple baseline design, following repeated exposure to choices between smaller immediate and larger delayed consequences, participants completed a relational responding task that attempted to alter the psychological functions of…
Descriptors: Rewards, Games, Probability, Debt (Financial)
Guroglu, Berna; van den Bos, Wouter; Crone, Eveline A. – Journal of Experimental Child Psychology, 2009
The development of fairness considerations in decision making is not well understood. Here we tested the hypothesis that increased understanding of intentionality during adolescence underlies increased fairness considerations in social decision making. We conducted three experiments using an adapted version of the Ultimatum Game with participants…
Descriptors: Age Differences, Decision Making, Adolescents, Intention
Piatt, Katie – Campus-Wide Information Systems, 2009
Purpose: This paper aims to describe a pilot project investigating the use of alternate reality game/treasure-hunt formats to provide an alternative to existing mechanisms for introducing new students to university information and services. Design/methodology/approach: An alternate reality game was designed to be played online and offline, which…
Descriptors: Pilot Projects, Social Networks, Case Studies, Games
Surdam, David G. – Journal of Economic Education, 2009
Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…
Descriptors: Economics Education, Educational Games, Simulation, Team Sports
Ziaeehezarjeribi, Yadi – ProQuest LLC, 2010
This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…
Descriptors: Learner Engagement, Play, Video Games, Learning Strategies
Ho, Hsin-Ning – ProQuest LLC, 2010
This study examined the impact of different levels of task difficulty and expertise on self-efficacy judgments. In addition, the study examines how self-efficacy judgments affect the amount of mental effort investment and task performance under different levels of task difficulty and expertise. Results from this study are used to build a…
Descriptors: Research Design, Self Efficacy, Path Analysis, Expertise

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