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Djite, Paulin G. – Current Issues in Language Planning, 2009
International sporting events, such as the Olympic Games, are linguistically complex events that require large-scale language planning and policy. This chapter focuses on the Olympic Games and looks at the practicalities of the attitudes and responses to multilingualism and the language policies employed in this particular international event to…
Descriptors: Language Planning, Athletics, International Cooperation, Sport Psychology
Angehrn, Albert A.; Luccini, Angelo Marco; Maxwell, Katrina – Interactive Learning Environments, 2009
Innovation is a key driver of organizational renewal and success. However, providing the right environment for innovative ideas to emerge and develop is not easy. This is further complicated by the fact that the professional environment is increasingly virtual as globally dispersed organizational and inter-organizational teams collaborate on…
Descriptors: Knowledge Management, Management Systems, Innovation, Social Networks
Fields, Deborah A.; Kafai, Yasmin B. – International Journal of Computer-Supported Collaborative Learning, 2009
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread…
Descriptors: Games, Preadolescents, Research Methodology, Youth Clubs
Quirmbach, Linda M.; Lincoln, Alan J.; Feinberg-Gizzo, Monica J.; Ingersoll, Brooke R.; Andrews, Siri M. – Journal of Autism and Developmental Disorders, 2009
An increasing body of literature has indicated that social stories are an effective way to teach individuals diagnosed with autism appropriate social behavior. This study compared two formats of a social story targeting the improvement of social skills during game play using a pretest posttest repeated measures randomized control group design. A…
Descriptors: Control Groups, Social Behavior, Autism, Pretests Posttests
Zeng, Amy; Johnson, Sharon – Innovations in Education and Teaching International, 2009
Using experiential simulation games is a commonly used pedagogical method to enrich classroom discussions and to facilitate students' learning in supply chain management education at both undergraduate and graduate levels. However, existing games are inappropriate for undergraduate students that are first-time learners of the subject. In this…
Descriptors: Undergraduate Students, Business Administration Education, Discovery Learning, Simulation
Al Otaiba, Stephanie; Lewis, Sandra; Whalon, Kelly; Dyrlund, Allison; McKenzie, Amy R. – Remedial and Special Education, 2009
Early home literacy experiences, including parent--child book reading, account for a significant amount of children's later reading achievement. Yet there is a very limited research base about the home literacy environments and experiences of children with cognitive disabilities. The purpose of this study is to describe findings from a Web-based…
Descriptors: Down Syndrome, Disabilities, Young Children, Emergent Literacy
Chan, Zenobia C. Y.; Cheuk, Wilson – Qualitative Report, 2009
Little research exists into adolescents' rationales for using ICQ (I Seek You) and these adolescents' relationships with their peers, families, and strangers in ICQ communication. Our curiosity about these subjects led us to adopt a qualitative inquiry, a multiple case study of ten adolescents via purposive sampling. Three major results were…
Descriptors: Foreign Countries, Qualitative Research, Case Studies, Adolescents
Gratch, Jonathan; Kelly, Janet – Journal of Interactive Learning Research, 2009
Historically, Massive Multiplayer Online Games (MMOGs) have been used for entertainment purposes, but that is rapidly changing. Advances in computer technology and an enhanced perception of functionality have allowed MMOGs to combine with other technologies, such as networking and web-based learning, to provide educators with opportunities to…
Descriptors: Constructivism (Learning), Prior Learning, Computers, Games
Calvert, Sandra L.; Strouse, Gabrielle A.; Strong, Bonnie L.; Huffaker, David A.; Lai, Sean – Journal of Applied Developmental Psychology, 2009
Same and opposite-sex pairs of preadolescents interacted twice in a MUD, a virtual domain where they created characters known as avatars and socially interacted with one another. Boys interacted primarily through rapid scene shifts and playful exchanges; girls interacted with one another through written dialogue. Opposite-sex pairs lagged behind…
Descriptors: Play, Females, Interpersonal Relationship, Interaction
Harpole, Charles – Speech Teacher, 1975
ERIC-indexed and other resource materials listed and described. (CH)
Descriptors: Annotated Bibliographies, Bibliographies, Communication (Thought Transfer), Educational Games
Bruin, Klaas, Ed.; And Others – 1979
The 21 papers in this volume were presented at the 1979 conference of the International Simulation and Gaming Association. Concerned with new simulation and gaming models and research findings, they emphasize the use of simulation and gaming techniques for analytical as well as communicative purposes. Specific topics covered include…
Descriptors: Educational Games, Foreign Countries, Game Theory, International Organizations
Shannon, D. C.; Johnson, K. H. – 1973
A computer-based educational game is used to introduce students to strategy formation and decision-making about portfolio management. Bookkeeping programs assign sums of money to students and allow them to conduct transactions on 5000 listed stocks. Weekly printouts give financial statements and student performances are compared to that of a…
Descriptors: Business Education, Computer Assisted Instruction, Educational Games, Games
Shubik, Martin; Brewer, Garry D. – 1972
A Rand evaluation of activity and products of gaming, model-building, and simulation carried out under the auspices of the Defense Advanced Research Projects Agency aimed not only to assess the usefulness of gaming in military-political policymaking, but also to contribute to the definition of common standards and the refinement of objectives for…
Descriptors: Costs, Decision Making, Educational Games, Evaluation
Peer reviewedSparks, Rebecca – School Science and Mathematics, 1979
Games proved effective as an activity for reinforcing mathematical skills when used with five-year-old children in an open-area public kindergarten. (Author/BB)
Descriptors: Childrens Games, Class Activities, Educational Games, Elementary Education
Peer reviewedKraus-Serbic, Eva – English Language Teaching Journal, 1976
Keeping the pupils' interest up throughout the year in a compulsory language class is a major problem and therefore, language-teaching games are very important. Some new suggestions for games to be used in the elementary school are: (1) The Parrot; (2) The Robot; (3) Ping-Pong; and (4) Telephone. Card games such as Happy Families can be played…
Descriptors: Childrens Games, Class Activities, Educational Games, Elementary Education

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