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Simpson, Joseph M.; Elias, Vicky L. – Teaching Sociology, 2011
This article introduces a sociology role-playing game (RPG) used to demonstrate the broad range of social forces, institutions, and structures in a semester-long series of in-class and homework assignments. RPGs and other simulation games have been frequently suggested as a useful teaching methodology because of their unique ability to allow…
Descriptors: Sociology, Role Playing, Educational Games, Simulation
Coe, Paul R.; Alonzi, Loreto Peter; Condon, Daniel; Butterworth, William T. – PRIMUS, 2007
Prisoner's Dilemma is a common game theory scenario in which two players must choose between acting cooperatively or out of pure self-interest. What a player decides affects not only his own outcome but also that of the other player. "Friend or Foe," a TV game show that has appeared on the cable Game Show Network (GSN), places pairs of contestants…
Descriptors: Game Theory, Trusts (Financial), Television, Teamwork
Cole, Anne; Berge, Zane L. – Journal of Educational Technology, 2009
Corporate training professionals led the explosion of e-learning solutions in the 1990s. Yet in 2008, as new generations of technology-savvy, computer games-oriented employees are entering the workforce, corporate training departments are far behind universities in exploring the use of virtual worlds like Second Life or Protosphere as platforms…
Descriptors: Corporate Education, Training, Electronic Learning, Computer Assisted Instruction
Henricks, Thomas S. – American Journal of Play, 2009
Play is sometimes said to be paradoxical because it displays one quality and the opposite of that quality at the same time. One of the best examples of this is the copresence of order and disorder. This article explores the differences between orderly and disorderly play. The author emphasizes the ways in which any event can be said to be orderly…
Descriptors: Play, Cultural Influences, Social Influences, Psychological Patterns
Hernandez, Don – Principal Leadership, 2009
Preparing students from low-income, minority families to graduate is a challenge that begins as early as elementary school but becomes a particular concern at the secondary level. Low-income students are twice as likely as higher-income students to be poorly prepared for grade-level work and 1.3 times more likely to have learning disabilities,…
Descriptors: Video Games, Income, Negative Attitudes, Learning Disabilities
Wang, Carrie Lijuan; Ha, Amy – European Physical Education Review, 2009
This study aims to examine pre-service physical education (PE) teachers' perception of Teaching Games for Understanding (TGfU) in Hong Kong. Adopting a qualitative approach, 20 pre-service PE teachers (F = 8, M = 12) were recruited for individual semi-structured interviews. Most pre-service teachers responded that TGfU is beneficial for students…
Descriptors: Physical Education, Foreign Countries, Teaching Methods, Interviews
Rapp, Whitney H. – TEACHING Exceptional Children Plus, 2009
Mathematics concepts are most often taught using auditory, sequential instructional methods. Not only are these methods ineffective when used with visual-spatial learners, they may be detrimental to both academic and emotional progress. Ways in which visual-spatial learners process information are explained. One child's story is presented,…
Descriptors: Spatial Ability, Teaching Methods, Visual Learning, Learning Strategies
Adams, Megan Glover – English Journal, 2009
Cross-age tutoring, in which older and younger students work together to improve their ELA skills, is not a new concept; Linda D. Labbo and William H. Teale explored it as a tool for poor readers as early as 1990. The author has found that using tutoring with video games also works well. Students have the opportunity to read aloud collaboratively…
Descriptors: Popular Culture, Video Games, Adolescents, Cross Age Teaching
Hong, J-C.; Cheng, C-L.; Hwang, M-Y.; Lee, C-K.; Chang, H-Y. – Journal of Computer Assisted Learning, 2009
In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or…
Descriptors: Educational Games, Focus Groups, Spatial Ability, Skill Development
Stephenson, Paul; Richardson, Mary; Gabrosek, John; Reischman, Diann – Journal of Statistics Education, 2009
This paper describes an interactive activity that revolves around the dice-based golf game GOLO. The GOLO game can be purchased at various retail locations or online at igolo.com. In addition, the game may be played online free of charge at igolo.com. The activity is completed in four parts. The four parts can be used in a sequence or they can be…
Descriptors: Probability, Inferences, Games, Computers
Fiscian, Vivian Sarpomaa; Obeng, E. Kwame; Goldstein, Karen; Shea, Judy A.; Turner, Barbara J. – AIDS Education and Prevention, 2009
We adapted a U.S. HIV prevention program to address knowledge gaps and cultural pressures that increase the risk of infection in adolescent Ghanaian girls. The theory-based nine-module HIV prevention program combines didactics and games, an interactive computer program about sugar daddies, and tie-and-dye training to demonstrate an economic…
Descriptors: Acquired Immunodeficiency Syndrome (AIDS), Females, Self Efficacy, Prevention
Roth, Wolff-Michael; Thom, Jennifer S. – Journal of the Learning Sciences, 2009
Geometry, classification, and the classification of geometrical objects are integral aspects of recent curriculum documents in mathematics education. Such curriculum documents, however, leave open how the "work" of classifying objects according to geometrical properties can be accomplished given that the knowledge of these properties is the…
Descriptors: Mathematics Education, Classification, Geometry, Geometric Concepts
Curriculum Review, 2009
Gaming equipment (such as Nintendo's Wii[TM]) is making its way to schools and classrooms. However, most of the discussion regarding how to use this technology and integrate it into lesson plans is happening in blogs on the Internet. An advocate of interactive media in the classroom, Dr. Dawn Hawkins, a faculty member for the Art Institute of…
Descriptors: Web Sites, Video Games, Internet, Technology Integration
Scarlatos, Lori L.; Scarlatos, Tony – Journal of Educational Technology Systems, 2009
Games are widely recognized for their potential to enhance students' learning. Yet they are only rarely used in classrooms because they cannot be modified to meet the needs of a particular class. This article describes a novel approach to creating educational software that addresses this problem: provide an interface specifically for teachers that…
Descriptors: Active Learning, Instructional Effectiveness, Educational Games, Multimedia Instruction
Hannes Kaufmann; Bernd Meyer – Themes in Science and Technology Education, 2009
We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths…
Descriptors: Physics, Science Instruction, Simulated Environment, Computer Simulation

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