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Sawicki, Timothy – Teaching Elementary Physical Education, 2005
This article describes a game involving poly spots, frog bean bags, and a basket that can be used to assess locomotor activities, e.g., hopping and throwing, while also developing teamwork strategies and mathematical abilities.
Descriptors: Physical Activities, Educational Games, Teamwork, Mathematics Skills
Vlaev, Ivo; Chater, Nick – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2006
Existing models of strategic decision making typically assume that only the attributes of the currently played game need be considered when reaching a decision. The results presented in this article demonstrate that the so-called "cooperativeness" of the previously played prisoner's dilemma games influence choices and predictions in the current…
Descriptors: Games, Models, Decision Making, Cooperation
Ahamer, Gilbert – Campus-Wide Information Systems, 2005
Purpose: Aims to examine a negotiation-oriented and partly web-based game "Surfing Global Change" (SGC) invented by the author based on didactics of self-managed learning and successfully implemented in WebCT. Design/methodology/approach: Along three historic generations of web-based teaching (WBT), the key functionalities of any platform…
Descriptors: Computer Assisted Instruction, Internet, Web Based Instruction, Computers
Alden, Lori – Social Studies, 2003
In this article, the author discusses the educational frozen price game she developed to teach the basic economic principle of price allocation. In addition to demonstrating the advantages of price allocation, the game also illustrates such concepts as opportunity costs, cost benefit comparisons, and the trade-off between efficiency and equity.…
Descriptors: Economics Education, Supply and Demand, Educational Games, Learning Activities
Markel, William D. – Mathematics Teacher, 2005
This article describes the combinatorial thinking involved in computing one's score in the game of cribbage. It deals only with counting the hand; it does not describe the game in its entirety.
Descriptors: Mathematics Instruction, Puzzles, Educational Games, Computation
Sutton-Smith, Brian – American Journal of Play, 2008
A preeminent play-theory scholar reviews a lifetime devoted to the study of play in a lively, even playful, recounting of his illustrious career and some of its autobiographical roots. The author covers the development of his three major theories of play--as a viability variable, as culturally relative play forms, and as a co-evolutionary…
Descriptors: Play, Theories, Cultural Influences, Games
Bowes, David; Johnson, Jay – College Teaching Methods & Styles Journal, 2008
This paper describes classroom experiments in cooperative behavior as examples of experiential learning in economics classes. Several games are briefly discussed and a new game in cartel behavior is presented. In this game, Students make production decisions as a cartel and earn revenues based on their own output decision and the output decision…
Descriptors: Educational Experiments, Classroom Environment, Student Behavior, Experiential Learning
Lindsey-Glenn, Pam F.; Gentry, James E. – TEACHING Exceptional Children Plus, 2008
This case study examines the use of two assistive technologies, the Franklin Language Master 6000b and Microsoft PowerPoint 2003, as visual support systems to aid in the vocabulary acquisition skills of a student with autism spectrum disorder (ASD). The intervention used children's literature and best practices in teaching vocabulary skills in…
Descriptors: Childrens Literature, Intervention, Autism, Visual Aids
Brezhneva, Olga A. – Journal on Excellence in College Teaching, 2008
The Russian-educated author describes active-learning classroom activities that she created and implemented during her first experience teaching lower- and upper-level undergraduate mathematics courses in the United States. The article begins with a discussion of how the author incorporated humorous stories and memo-pictures into the classroom.…
Descriptors: Class Activities, Play, Teacher Effectiveness, Learning Activities
Druckman, Daniel; Ebner, Noam – Simulation & Gaming, 2008
In this article, the authors report the results of two experiments that explored hypotheses about the relative learning advantages of role-play and scenario design. The experiments were conducted with similar student populations in Australia and Israel. Using a matched-pairs design, participants were randomly assigned to design and role-play…
Descriptors: Control Groups, Play, Educational Change, Lecture Method
Watkins, Katrine – School Library Journal, 2008
Teens are impatient and unsophisticated online researchers who are often limited by their poor reading skills. Because they are attracted to clean and simple Web interfaces, they often turn to Google--and now Wikipedia--to help meet their research needs. The Google Game, co-authored by this author, teaches kids that there is a well-thought-out…
Descriptors: Research Needs, Schools, Search Strategies, Grade 9
Schmidt, Marie Evans; Vandewater, Elizabeth A. – Future of Children, 2008
Marie Evans Schmidt and Elizabeth Vandewater review research on links between various types of electronic media and the cognitive skills of school-aged children and adolescents. One central finding of studies to date, they say, is that the content delivered by electronic media is far more influential than the media themselves. Most studies, they…
Descriptors: Video Games, Academic Achievement, Hyperactivity, Transfer of Training
Jordan, Amy B. – Future of Children, 2008
Amy Jordan addresses the need to balance the media industry's potentially important contributions to the healthy development of America's children against the consequences of excessive and age-inappropriate media exposure. Much of the philosophical tension regarding how much say the government should have about media content and delivery stems…
Descriptors: Video Games, Industry, Freedom of Speech, Federal Regulation
Hedberg, John G.; Brudvik, Ole C. – Theory Into Practice, 2008
Technology-dependent teaching strategies can exploit the currently underused capacities of media-rich Web 2.0 technology to enable student engagement and support higher order thinking. In particular, Web 2.0 technologies support learners' opportunities to coconstruct ideas/knowledge and ways in which they can add their own interpretations in to…
Descriptors: Teaching Methods, Internet, Computer Software, Computer Mediated Communication
Li, Chung; Cruz, Alberto – New Horizons in Education, 2008
Background: Teaching Games for Understanding has been promoted as an innovative curriculum model in the past decade in Hong Kong. It focuses on developing pupils' tactical awareness and decision making capability through integrating the cognitive and contextual dimensions of learning in physical education. Aims: This article reports a qualitative…
Descriptors: Foreign Countries, Physical Education Teachers, Preservice Teachers, Socialization

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