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Clancy, Mary; Portman, Penelope; Bowersock, Amy – Strategies: A Journal for Physical and Sport Educators, 2007
Novel activities enrich a curriculum by allowing students to learn new skills and knowledge, to apply previously learned skills in new ways, and to be introduced to a new challenge that can increase student interest and motivation. This article first presents several considerations when adding a new game to the physical education curriculum. It…
Descriptors: Physical Education, Team Sports, Student Interests, Physical Education Teachers
Costa, Manuel Joao – Journal of Chemical Education, 2007
The CARBOHYDECK card game is designed to motivate undergraduate chemistry or biochemistry nonmajors to learn about isomerism of monosaccharides.
Descriptors: Biochemistry, Educational Games, Science Instruction, College Science
Tsigaris, Panagiotis – American Journal of Business Education, 2008
This paper provides evidence indicating that experimental games can trigger a double dividend. The dividend, measured in terms of enhanced performance, accrues to both the students and to the instructor. The evidence for the instructor's dividend is obtained from evaluation questionnaires administered in an introductory microeconomics course at…
Descriptors: Foreign Countries, College Faculty, College Students, Questionnaires
Gummerum, Michaela; Keller, Monika – European Journal of Developmental Science, 2008
Recently, experimental economists have become increasingly interested in behaviors relating to morality, and one of the main tools for examining these issues has been game theory. Even though developmental psychologists have investigated similar topics for decades, this research has found little resonance. Similarly, economists have only recently…
Descriptors: Game Theory, Developmental Psychology, Moral Values, Moral Development
Bharath, Srikala; Kumar, K. V. Kishore – Journal of Indian Association for Child and Adolescent Mental Health, 2008
Life Skills Education (LSE) is a novel promotional program that teaches generic life skills through participatory learning methods of games, debates, role-plays, and group discussion. Conceptual understanding and practicing of the skills occurs through experiential learning in a non-threatening setting. Such initiatives provide the adolescent with…
Descriptors: Group Discussion, Health Promotion, Health Programs, Experiential Learning
Meadan, Hedda; Stoner, Julia B.; Parette, Howard P. – Assistive Technology Outcomes and Benefits, 2008
A quasi-experimental design was used to investigate the impact of Picture Communication Symbols (PCS) on sight word recognition by young children identified as "at risk" for academic and social-behavior difficulties. Ten pre-primer and 10 primer Dolch words were presented to 23 students in the intervention group and 8 students in the…
Descriptors: Emergent Literacy, Sight Vocabulary, Preschool Children, At Risk Students
McKay, Ruth B.; Chung, Ed – Simulation & Gaming, 2008
What happens to business negotiations when culture gets in the way? Participants are about to find out. This game is an international negotiation simulation for the classroom. Participants learn, through role-playing and observation, how cross-cultural differences complicate international business negotiations. Students are formed into pairs of…
Descriptors: Class Size, Business Communication, International Trade, Cultural Differences
Ang, Chee Siang; Avni, Einav; Zaphiris, Panayiotis – International Journal on E-Learning, 2008
This article reviews a range of literature of computer games and learning theories and attempts to establish a link between them by proposing a typology of games which we use as a new usability measure for the development of guidelines for game-based learning. First, we examine game literature in order to understand the key elements that…
Descriptors: Constructivism (Learning), Classification, Guidelines, Educational Technology
Patton, Kevin; Griffin, Linda L. – Journal of Teaching in Physical Education, 2008
This article describes comparative case studies of 2 of 12 veteran middle school physical education teachers participating in the Assessment Initiative for Middle School Physical Education (AIMS-PE), a reform-based teacher development project. The goals of the project were to help teachers examine and reframe their assessment practices and to…
Descriptors: Physical Education, Teacher Role, Program Effectiveness, Educational Change
Hupp, Stephen D. A.; Reitman, David; Forde, Debra A.; Shriver, Mark D.; Kelley, Mary Lou – Behavior Therapy, 2008
This study investigates the validity of the Parent Instruction-Giving Game with Youngsters (PIGGY), a newly developed direct-observation system. The PIGGY is a derivative of the Dyadic Parent-Child Interaction Coding System II [DPICS-II; Eyberg, S. M., Bessmer, J., Newcomb, K., Edwards, D., Robinson, E. (1994). Manual for the Dyadic Parent-Child…
Descriptors: Observation, Validity, Child Rearing, Child Behavior
Ennis, Catherine D. – Research Quarterly for Exercise and Sport, 2008
A coherent curriculum is characterized by visible connections between purposes and experiences so that students acknowledge the content's immediate value. This study examined an exemplary elementary physical education curriculum for coherence components. Research questions examined the role of coherence in connecting and engaging students…
Descriptors: Physical Education, Team Sports, Elementary School Students, Elementary School Curriculum
Squire, Kurt D. – Educational Technology, 2008
Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…
Descriptors: School Activities, Video Games, After School Programs, Scientific Literacy
Nasir, Na'ilah Suad – Phi Delta Kappan, 2008
In this article, the author explores common characteristics of some out-of-school learning environments for African American students, drawing on findings from several studies of cultural and community practices--the game of dominoes, high school track and field, and middle and high school basketball. The author focuses on the broader question of…
Descriptors: African American Students, High Schools, Track and Field, Team Sports
Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon – Computers in the Schools, 2009
This article reviews a selection of studies on digital media and learning for young children ages 3 to 6. The range of digital media for this age group is growing and includes computer-delivered and online activities; console video games; handheld media, occasionally with GPS or an accelerometer, in cell phones and other wireless mobile devices;…
Descriptors: Young Children, Social Networks, Internet, Computer Uses in Education
Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games

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