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Hardisty, Michael J. – 1972
This book is concerned with an individualized approach to the teaching of games for the six to thirteen year age group. It is designed for physical education teachers and classroom teachers involved in the teaching of physical education. It points out that modern classroom teaching techniques are closely allied to those recommended for teaching…
Descriptors: Childrens Games, Creative Activities, Developmental Psychology, Egocentrism
Peer reviewedKeys, Bernard – Simulation and Games, 1987
Describes, compares, and evaluates 10 computer-scored business games that include marketing, finance, and production functions. Methods for depicting the economy and industry are discussed, a learning model is used to explain teaching qualities of the games, and their value in the classroom is emphasized. (LRW)
Descriptors: Business, Comparative Analysis, Decision Making, Economics
Peer reviewedVertes, Bob – Mathematics in School, 1988
Describes an enrichment activity based on the problem "Given a 2x2 square, and three colors, how many different ways can we shade the square?" (PK)
Descriptors: Educational Games, Games, Geometric Concepts, Geometry
Peer reviewedRector, Robert E. – Mathematics Teacher, 1987
Game theory is appropriate as a topic for an honors seminar for high school students. Matrices provide a model for analyzing certain situations involving conflict, and probability theory can be used to determine the best strategies for the players. Variations on the ancient game of morra are discussed. (MNS)
Descriptors: Game Theory, Games, Mathematical Applications, Mathematical Enrichment
Peer reviewedGilman, John Francis – Mathematics Teacher, 1976
Reasons for using games in the classroom are discussed and general suggestions for designing games are given. Directions for a trigonometry game and an algebra game are provided. (DT)
Descriptors: Algebra, Educational Games, Elementary Secondary Education, Games
Shaffer, David Williamson; Halverson, Richard; Squire, Kurt R.; Gee, James P. – Wisconsin Center for Education Research (NJ1), 2005
Will video games change the way we learn? We argue here for a particular view of games--and of learning--as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe an approach to the design of learning environments that builds on the…
Descriptors: Learning Theories, Educational Games, Video Games, Teaching Methods
PDF pending restorationMoreno, Roxana – 2002
This paper reviews a set of studies that examined what students learn in various virtual reality environments (VREs) designed to promote an understanding of environmental science. The goal of the reported studies was to provide an update to the classic distinction between the role of media versus method in promoting learning (Clark, 1999). Media…
Descriptors: Comparative Analysis, Computer Games, Educational Games, Educational Media
Angier, Natalie – Discover, 1981
Identifies a selection of science-oriented toys with approximate 1981 costs including electronic games, stuffed endangered animals, board games, chemistry sets, and a robot. (DS)
Descriptors: Astronomy, Biological Sciences, Childrens Games, Elementary School Science
Peer reviewedConnelly, Ralph D.; Stygall, Peggy – Arithmetic Teacher, 1981
An educational game that effectively combines the excitement and strategy of a football game and mathematics is presented. (MP)
Descriptors: Drills (Practice), Educational Games, Elementary School Mathematics, Elementary Secondary Education
Gutenschwager, Gerald – Journal of Architectural Education, 1979
Discusses the problem of establishing gaming as a legitimate educational form by locating it within a larger theoretical scheme pertaining to what might be called the sociology of knowledge and by postulating how it ought to affect players as a learning experience. (MLW)
Descriptors: Adult Education, Architectural Education, Communication (Thought Transfer), Conflict Resolution
Peer reviewedKamii, Constance – Young Children, 2003
This article describes the modifications that 12 early childhood educators in Japan made to the Sorry! board game to encourage kindergartners' logico-mathematical thinking. Logico-mathematical knowledge is described as including classification, seriation, numerical relationships, spatial relationships, and temporal relationships. Examples of seven…
Descriptors: Childrens Games, Classification, Classroom Techniques, Cognitive Development
Peer reviewedBurgess, T. F. – Educational and Training Technology International, 1989
Illustrates some of the practical issues and problems connected with the design and use of computerized business games by describing three games which have been developed and operated by staff at Leeds Polytechnic Department of Business Management (United Kingdom). Sample input and output forms are included. (nine references) (LRW)
Descriptors: Business Administration Education, Computer Assisted Instruction, Computer Games, Computer Simulation
Peer reviewedDuchastel, Philip – Journal of Educational Technology Systems, 1989
Describes the design and development of an instructional game, GEO, in which the user learns elements of Canadian geography. The use of knowledge-based artificial intelligence techniques is discussed, the use of HyperCard in the design of GEO is explained, and future directions are suggested. (15 references) (Author/LRW)
Descriptors: Artificial Intelligence, Computer Games, Computer System Design, Educational Games
Allen, Denise – Teaching PreK-8, 1995
Reviews three examples of classroom-tested multimedia technology. The titles reviewed are "Scrabble,""A to Zap!," and "Brain Quest." Reviews include hardware requirements, price, and children's book titles that can be used to expand on the software's use. (ET)
Descriptors: Computer Games, Computer Software Reviews, Educational Games, Educational Technology
Thorp, Carmany – Teaching PreK-8, 1995
Describes student use of Hyperstudio computer software to create history adventure games. History came alive while students learned efficient writing skills; learned to understand and manipulate cause, effect choice and consequence; and learned to incorporate succinct locational, climatic, and historical detail. (ET)
Descriptors: Computer Games, Computer Uses in Education, Decision Making Skills, Elementary Education


