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Peer reviewedStrommen, Erik F. – Journal of Computing in Childhood Education, 1993
Studied 28 pairs of fourth graders using an educational software game under cooperative conditions, in which students played against the computer, and competitive conditions, in which students played against each other. The cooperative environment resulted in more correct answers than the competitive environment. The only strategies related to…
Descriptors: Comparative Analysis, Competition, Computer Games, Computer Uses in Education
Peer reviewedChristopher, Elizabeth M. – Simulation & Gaming, 1999
Compares the advantages and disadvantages of using simulation games as a teaching tool. Describes some tactics to turn disadvantages into advantages, and concludes by describing the role of the game leader as crucial to learning outcomes. (Author/AEF)
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Computer Simulation
Peer reviewedBergen, Doris – Early Childhood Research Quarterly, 2000
Notes that variety and difference in writing styles, methodology, and theoretical perspectives are both the greatest strength and greatest limitation of this book containing articles on child, adult, and animal play written by authors from education, psychology, anthropology, and sociology. Suggests that readers can gain theoretical and…
Descriptors: Adults, Book Reviews, Child Development, Children
Peer reviewedMiller, Pat; Johnson, Jeanne – Knowledge Quest, 2001
Games are one of the easiest ways to capitalize on students' learning strengths. Offers an example of how to develop games for the library. Presents ideas for teaching students the parts of a book through: cards; a board game; a dice game; a simulation game; an action game; a question-and-answer game; and a bingo game. (AEF)
Descriptors: Creative Activities, Educational Games, Elementary Secondary Education, Games
Deubel, Patricia – T.H.E. Journal, 2006
This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…
Descriptors: Transfer of Training, Long Term Memory, Experiential Learning, Constructivism (Learning)
Hansson, Thomas – Computer Assisted Language Learning, 2005
A pilot study at a local school explores a virtual world during English lessons. The objective of applying a Vygotskian experimental design to the study is to investigate the potential of software, interaction and integration related to problem-solving defined as text composition in a foreign language. Focus of research and practices is on the…
Descriptors: Interaction, Second Language Instruction, Integrated Activities, Video Games
Tumosa, Nina; Morley, John E. – Gerontology & Geriatrics Education, 2006
In gerontology and geriatrics, learning often requires both the acquisition of new facts and a change in attitude towards elderly persons. Games, in addition to stimulating a desire to learn, are powerful instruments to change attitudes. This paper introduces games currently being used by the Gateway Geriatric Education Center to teach…
Descriptors: Geriatrics, Exercise Physiology, Educational Gerontology, Games
Pelletier, Caroline; Oliver, Martin – Learning, Media & Technology, 2006
There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects. Much of the research, however, has focused either on the content of games or the learning theory they illustrate. This paper presents a methodology that allows for an examination of how players learn to play. The focus…
Descriptors: Teaching Methods, Research Methodology, Learning Theories, Play
Torbert, Marianne – Young Children, 2005
Well-designed, active group games are more than just fun. They can help young children develop essential life skills that impact their development and contribute to school readiness. This article discusses how playing developmentally appropriate games allows children to build listening skills as well as social and cooperative skills, gain enough…
Descriptors: Mathematics Skills, School Readiness, Listening Skills, Emergent Literacy
Evans, Michael A.; Gracanin, Denis – Journal of Educational Technology, 2009
This article provides an overview to a collaborative knowledge building project using iPod Touches in elementary and secondary language arts and mathematics classrooms, working with 4 teachers and over 80 students. The interactive technologies for embodied Learning in Reading and Mathematics (iteL*RM) project intends to facilitate student…
Descriptors: Telecommunications, Technology Uses in Education, Handheld Devices, Elementary School Students
Judd, Wallace – Mathematics Teaching in the Middle School, 2007
This reprinted article from the November 1976 issue of "Arithmetic Teacher" describes a series of calculator games suitable for all levels from kindergarten through calculus.
Descriptors: Educational Games, Calculators, Mathematics Instruction, Teaching Methods
Dondi, Claudio; Moretti, Michela – British Journal of Educational Technology, 2007
This paper presents a methodological proposal elaborated in the framework of two European projects dealing with game-based learning, both of which have focused on "quality" aspects in order to create suitable tools that support European educators, practitioners and lifelong learners in selecting and assessing learning games for use in…
Descriptors: Foreign Countries, Learning Processes, Lifelong Learning, Instructional Materials
Kiili, Kristian – British Journal of Educational Technology, 2007
Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…
Descriptors: Experiential Learning, Educational Games, Problem Solving, Models
Williams, Donald L. – InSight: A Collection of Faculty Scholarship, 2007
The use of educational games such as crossword puzzles, word search puzzles, modified television game shows, or commercial board and card games are attempts to make learning more fun and motivational regardless of the level of educational experience. This article explains how I have employed the melding of many of these games into one motivational…
Descriptors: Educational Strategies, Educational Games, Educational Attainment, Scores
Warner, Laverne; Wilmoth, Linda – Dimensions of Early Childhood, 2007
Mrs. Keenan, a preschool teacher, observed her 3-year-old granddaughter Riley pull, tug, and stack piles of holiday boxes on the floor. She remembered that her child care director had suggested using boxes as a curriculum theme, but she hadn't given much thought about the idea until now. She said to herself, "I wonder if my children would be as…
Descriptors: Preschool Education, Learning Activities, Art Activities, Educational Games

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