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Sanoff, Henry – Journal of Architectural Education, 1979
Gaming, an approach to problem solving that engages a real life situation, is a technique particularly appealing for design students because it permits learning about the process of change in a dynamic environment requiring periodic decisions. Two games about consensus decisions are discussed: KEEPS and Senior Center Game. (MLW)
Descriptors: Architectural Education, Community Involvement, Cooperative Planning, Decision Making
Peer reviewedWurzelbacher, Thelma M. – Science and Children, 1979
Suggestions are presented for planning activities around the concept of endangered species. A sample of the classification system and a matching game are described. (SA)
Descriptors: Classroom Games, Conservation (Environment), Educational Games, Elementary Education
Peer reviewedBalser, Jeffrey R.; Blice, Sylvia A. – Unterrichtspraxis, 1978
Examines three examples of computer games that can be used by high school German students: antonyms, compound nouns, and prepositions. The programs were written in BASIC and developed for use in a second-year German class. (EJS)
Descriptors: Class Activities, Computer Assisted Instruction, Educational Games, Educational Media
Squire, Kurt; Jenkins, Henry; Holland, Walter; Miller, Heather; O'Driscoll, Alice; Tan, Katie Philip; Todd, Katie. – Educational Technology, 2003
Discusses the rapid growth of digital games, describes research at MIT that is exploring the potential of digital games for supporting learning, and offers hypotheses about the design of next-generation educational video and computer games. Highlights include simulations and games; and design principles, including context and using information to…
Descriptors: Computer Games, Context Effect, Design Requirements, Educational Games
Margolis, Jesse L.; Nussbaum, Miguel; Rodriguez, Patricio; Rosas, Ricardo – Computers and Education, 2006
Many school systems, in both the developed and developing world, are implementing educational technology to assist in student learning. However, there is no clear consensus on how to evaluate these new technologies. This paper proposes a comprehensive methodology for estimating the value of a new educational technology in three steps: benefit…
Descriptors: Foreign Countries, Grade 2, Video Games, Educational Technology
Purushotma, Ravi – Language Learning & Technology, 2005
As often as language teachers lecture about the importance of continual practice to adolescent learners, the dullness of homework exercises designed primarily to be educational has difficulty competing with popular media designed solely to be entertaining. Recently, numerous attempts have been made to develop "edutainment" titles that seek to…
Descriptors: Video Games, Student Motivation, Educational Technology, Second Language Instruction
Malala, John; Major, Anthony; Maunez-Cuadra, Jose; McCauley-Bell, Pamela – Online Submission, 2007
The main argument being presented in this paper is that instructional designers and educational researchers need to shift their attention from performance to interest. Educational digital games have to aim at building lasting interest in real world applications. The main hypothesis advocated in this paper is that the use of rewards in educational…
Descriptors: Rewards, Positive Reinforcement, Operant Conditioning, Educational Games
Evans, William N.; Zhang, Ping – Education Finance and Policy, 2007
Of thirty-eight states with lotteries, sixteen earmark lottery profits for primary and secondary education. In this article, we use a panel data set of states with lotteries to examine the impact of earmarking lottery revenues on state educational spending. We can reject the hypothesis that spending increases dollar for dollar with earmarked…
Descriptors: Games, Probability, Educational Finance, Income
Thrasher, Robert G.; Andrew, Damon P. S.; Mahony, Daniel F. – College Student Affairs Journal, 2007
Shaffer and Hall (1997) have estimated college student gambling to be three times as high as their adult counterparts. Despite a considerable amount of research on gambling, researchers have struggled to develop a universal theory that explains gambling behavior. This study explored the potential of Ajzen and Fishbein's (1980) Theory of Reasoned…
Descriptors: College Students, Games, Probability, Student Attitudes
Hill, Jonnie Lynn – Simulation & Gaming, 2007
This article explores the simulation of four television quiz shows for students in China studying English as a foreign language (EFL). It discusses the adaptation and implementation of television quiz shows and how the students reacted to them.
Descriptors: Foreign Countries, Television, Simulation, English (Second Language)
Ben-Zvi, Tal – Journal of Information Systems Education, 2007
In this study a business game is used as a vehicle for implementing decision support systems (DSS). Eighteen companies, consisting of ninety graduating M.B.A. students, participating in a business game were required to develop DSS and to report on the systems developed. Each of the eighteen companies developed a system of their own choosing,…
Descriptors: Business, Games, Simulation, Decision Support Systems
Overway, Ken – Journal of Chemical Education, 2007
Students need to have basic understanding of scientific method during their introductory science classes and for this purpose an activity was devised which involved a game based on famous Monty Hall game problem. This particular activity allowed students to banish or confirm their intuition based on empirical evidence.
Descriptors: Scientific Methodology, Intuition, Educational Games, Demonstrations (Educational)
Mountain, Lee – Journal of Adolescent & Adult Literacy, 2007
After a class of ninth graders discovered the helpfulness of the thesaurus in such synonym activities as Synonym Tic-Tac-Toe and Cross-Synonym Puzzles, they started using the thesaurus to locate "the exactly right word" while drafting compositions. They also enriched their oral vocabularies during these activities by discussing synonyms from the…
Descriptors: Grade 9, Vocabulary Development, Writing Instruction, Reference Materials
Foster, Andrea L. – Chronicle of Higher Education, 2007
Immersive Education is a multimillion-dollar project devoted to build virtual-reality software exclusively for education within commercial and nonprofit fantasy spaces like Second Life. The project combines interactive three-dimensional graphics, Web cameras, Internet-based telephony, and other digital media. Some critics have complained that…
Descriptors: Video Games, Fantasy, Computer Software, Foreign Countries
Young, Jeffrey R. – Chronicle of Higher Education, 2007
A computer lab has become one of the most popular hangouts at Northern Virginia Community College after officials decided to load its PCs with popular video games, install a PlayStation and an Xbox, and declare it "for gamers only." The goal of this lab is to entice students to take game-design and other IT courses. John Min, dean of…
Descriptors: Video Games, Administrators, Computer Science, Community Colleges

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