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Lipovetsky, S. – International Journal of Mathematical Education in Science & Technology, 2007
Game theory approaches to find optimal marketing decisions are considered. Antagonistic games with and without complete information, and non-antagonistic games techniques are applied to paired comparison, ranking, or rating data for a firm and its competitors in the market. Mix strategy, equilibrium in bi-matrix games, bargaining models with…
Descriptors: Marketing, Game Theory, Games, Decision Making
Jong, Morris S. Y.; Shang, Junjie; Lee, Fong-Lok; Lee, Jimmy H. M. – International Journal of Distance Education Technologies, 2008
Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field of education and game design in recent years. This article gives an introduction to game-based…
Descriptors: Computer Games, Educational Games, Constructivism (Learning), Electronic Learning
Klopfer, Eric – MIT Press (BK), 2008
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In "Augmented Learning", Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game…
Descriptors: Electronic Learning, Video Games, Educational Games, Lifelong Learning
Ip, Barry; Jacobs, Gabriel; Watkins, Alan – Australasian Journal of Educational Technology, 2008
There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency--measured as the…
Descriptors: Undergraduate Students, Video Games, Academic Achievement, Program Effectiveness
Reiley, David H.; Urbancic, Michael B.; Walker, Mark – Journal of Economic Education, 2008
The authors present a simplified, "stripped-down" version of poker as an instructional classroom game. Although Stripped-Down Poker is extremely simple, it nevertheless provides an excellent illustration of a number of topics: signaling, bluffing, mixed strategies, the value of information, and Bayes's Rule. The authors begin with a description of…
Descriptors: Teaching Methods, Educational Games, Classroom Techniques, Case Method (Teaching Technique)
Kawash, Samira – American Journal of Play, 2010
The Candy Land board game has been in production since 1949 and remains one of the best-known and biggest-selling children's board games of all time. Beginning with the fiftieth-anniversary edition in 1998, Hasbro Inc. has promoted the story of how a retired schoolteacher named Eleanor Abbott came to invent Candy Land while recuperating in a polio…
Descriptors: Games, Child Health, Public Health, United States History
Phillips, Anne K. – American Journal of Play, 2010
Nineteenth-century literature offers insights into the history and sociology of play in American life. Louisa May Alcott's novel "Little Women" contains especially rich period depictions of childhood games and amusements and provides some of the earliest scenes of American girls at play. The author discusses the various depictions of…
Descriptors: Novels, Play, Toys, Games
Varga, Matthew – ProQuest LLC, 2010
This dissertation explores a business, higher education and public school partnership between the National Federation of Independent Business (NFIB), the Wharton School of Business, and the Graduate School of Education (GSE) at the University of Pennsylvania. Beginning three years ago in September 2007, the collective task was to create an online…
Descriptors: Video Games, Educational Innovation, Internet, Case Studies
Aleckson, Jon D. – ProQuest LLC, 2010
This study explored how educational technology development leaders can facilitate increased collaboration between the instructional design and development team and faculty member experts when developing games and simulations. A qualitative, case study method was used to analyze interviews and documents, and Web postings related specifically to…
Descriptors: Expertise, Instructional Design, Cooperation, Educational Technology
Madray, Amrita; Catalano, Amy – Education Libraries, 2010
Many educational theorists who study child development concur that the importance of play related materials in schools, homes and libraries is vital to the concept of play and learning. As academic librarians responsible for information literacy, and as the education liaison for the management and collection development of the instructional…
Descriptors: Play, Instructional Materials, Information Literacy, Library Services
Hofstede, Gert Jan; de Caluwe, Leon; Peters, Vincent – Simulation & Gaming, 2010
In this article, the authors reflect on the question why simulation games are such an effective tool for learning. The article is based on the authors' experience and that of many other practitioners in the field. The article posits that it is the confluence of systemic knowledge, practice, emotional involvement, and social embeddedness that…
Descriptors: Educational Games, Simulation, Risk, Cultural Differences
Read, Jennifer P.; Merrill, Jennifer E.; Bytschkow, Katrina – Journal of American College Health, 2010
Objective: "Pregaming"--drinking alcohol prior to going out--is believed to be common, yet empirical examinations are scarce. In this study, we examined who is at risk for pregaming, consequences resulting from it, and motives behind it. Participants: Participants (N = 159, 52% female) were drinkers, aged 18 to 24, recruited from introductory…
Descriptors: Drinking, Risk, Psychology, College Students
Hartstra, E.; Oldenburg, J. F. E.; Van Leijenhorst, L.; Rombouts, S. A. R. B.; Crone, E. A. – Neuropsychologia, 2010
Decision-making involves the ability to choose between competing actions that are associated with uncertain benefits and penalties. The Iowa Gambling Task (IGT), which mimics real-life decision-making, involves learning a reward-punishment rule over multiple trials. Patients with damage to ventromedial prefrontal cortex (VMPFC) show deficits…
Descriptors: Patients, Rewards, Punishment, Decision Making
Edgerton, Mary Allen – Learning Disabilities: A Multidisciplinary Journal, 2010
What this author admired most about Sally Smith was the fact that she was a visionary about people and what they could accomplish. She saw more potential in a person--young or old--than anybody or even they themselves, frankly, had ever even considered possible. She was a genius at seeing the potential in people, expecting them to find it in…
Descriptors: Graduate Students, Gifted, Learning Disabilities, Teaching Methods
Chick, Helen – Australian Mathematics Teacher, 2010
There is much to be learned and pondered by reading "Proofs and Refutations" by Imre Lakatos (Lakatos, 1976). It highlights the importance of mathematical definitions, and how definitions evolve to capture the essence of the object they are defining. It also provides an exhilarating encounter with the ups and downs of the mathematical reasoning…
Descriptors: Definitions, Literary Devices, Probability, Mathematics Instruction

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