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Peer reviewedGriffiths, Mark – Youth & Society, 1997
Surveyed 147 11-year-olds about their reasons for playing computer games. Most played for fun, for a challenge, and because their friends did. For most adolescents, computer game playing is a fairly absorbing and harmless activity, but for a few it poses problems when game playing consumes too much time. (SLD)
Descriptors: Childrens Games, Computer Games, Early Adolescents, Elementary Secondary Education
Peer reviewedKirkby, Dave – Mathematics in School, 1989
Presented are mathematical games in six categories of mathematical objectives: learn the language of mathematics; use mathematical notation; know facts; develop skills; understand concepts; and devise strategies. Numbers of players, rules, and diagrams are provided for each problem. (YP)
Descriptors: Educational Games, Games, Mathematical Applications, Mathematical Concepts
Stabb, Mark – Pathways: The Ontario Journal of Outdoor Education, 1990
Describes adaptation of children's Musical Chairs game, illustrating different animals'"quest for cavities." Game uses role play to simulate wildlife "cavity excavators" and secondary-user animals that compete for nesting holes. Classifies 44 animals according to nesting practice and gives hole sizes for 25. Promotes ecology, conservation studies.…
Descriptors: Animal Behavior, Birds, Childrens Games, Conservation (Environment)
Peer reviewedMichaels, James W. – Youth and Society, 1993
The environment of commercial video game parlors and determinants of their use were studied through interviews with three parlor managers and informal observation. Environment varies considerably across parlors, and parlor traffic is found to be a function of temporal and ecological variables. (SLD)
Descriptors: Administrators, Adolescents, Children, Computer Games
Peer reviewedBankauskas, Deborah – Young Children, 2000
Presents suggestions for teaching chess to young children as part of the problem-solving component of a kindergarten mathematics curriculum. Discusses the introduction of pairs of chess characters, playing challenge games with teachers to enhance skill development, and writing down the rules of the game. Notes that children's problem-solving and…
Descriptors: Classroom Techniques, Early Childhood Education, Educational Games, Games
Peer reviewedGiraud, Kelly L.; Herrmann, Mark – Journal of Economic Education, 2002
Describes a renewable resource allocation game designed to stimulate student interest in and understanding of market failure associated with open-access types of resource use. Employs the game to discuss advantages and disadvantages of property rights and regulation schemes. States the game benefits noneconomics majors in natural resource…
Descriptors: College Students, Economics, Economics Education, Fisheries
Butterworth, William T.; Coe, Paul R. – PRIMUS, 2004
"The Price is Right" ("TPIR") is a rich source of examples of applied probability, combinatorics, and game theory. While some of the games played on stage by individual contestants stress a knowledge of pricing, many are also heavily based on probability. "TPIR" stage games are a treasury of interesting modules that can be effective learning tools…
Descriptors: Game Theory, Mathematics Education, Probability, Mathematics Anxiety
Shaffer, David Williamson – Innovate: Journal of Online Education, 2005
In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…
Descriptors: Educational Games, Video Games, Learning Theories, Epistemology
Steinkuehler, Constance A. – Mind, Culture, and Activity, 2006
This article has two primary goals: (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the complexity of the practices that make up Massively Multiplayer Online Gaming (MMOGaming) through just such an analysis. The first goal is in response to the…
Descriptors: Video Games, Discourse Analysis, Aptitude Treatment Interaction, Cognitive Style
Ross, Ruth Herron; Roberts-Pacchione, Beth – Corwin, 2011
Research shows that a child's social and behavioral skills affect the development of cognitive and physical abilities. Set students on a path to success and have fun doing it with this activity-packed second edition of "Wanna Play". The authors provide hundreds of activities that help children learn how to behave appropriately and make friends.…
Descriptors: Direct Instruction, Behavior Problems, Early Intervention, Interpersonal Relationship
Fang, Jun; Strobel, Johannes – Educational Media International, 2011
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners' academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available…
Descriptors: Design Requirements, Instructional Design, Educational Games, Guidelines
Coombs, Don H., Comp. – 1976
Most of the 101 citations included in this annotated bibliography on simulation and gaming were derived from a search of the Educational Resources Information Center (ERIC) indexes. Entries were published between 1972 and 1975. The bibliography is divided into nine sections: theory and research; social studies materials; environment, land use, and…
Descriptors: Affective Objectives, Annotated Bibliographies, Case Studies, Computer Assisted Instruction
Murray, John J. – JGE: The Journal of General Education, 1965
Three game approaches to the teaching of poetry, designed to make the student actively involved with poems are described as "teaching tools." The semantico-dictionary or word-cross game involves programing techniques, logic, and lexicography in poetic analysis. The punched-out poem game involves filling in the blanks of a poem in which all the…
Descriptors: Associative Learning, Context Clues, Educational Games, English Instruction
Squire, Kurt – Educational Researcher, 2006
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Descriptors: Play, Educational Researchers, Video Games, Interactive Video
Retnowati, Endah, Ed.; Suprapto, Ed.; Jerusalem, Mohammad Adam, Ed.; Sugiyarto, Kristian, Ed.; Wagiran, Ed. – Routledge, Taylor & Francis Group, 2018
This proceedings volume of InCoTEPD 2018 covers many ideas for handling a wide variety of challenging issues in the field of education. The outstanding ideas dealing with these issues result in innovation of the system. There are many innovation strategies resulting from recent research that are discussed in this book. These strategies will become…
Descriptors: Educational Innovation, Knowledge Level, Skill Development, Vocational Education

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