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Sonnesyn, Susan, Comp. – Training and Development Journal, 1990
Four authors discuss the benefits of using games and icebreakers in workshops and training situations and give examples. (JOW)
Descriptors: Educational Benefits, Games, Group Activities, Interpersonal Relationship
Peer reviewedStewart, Craig – Strategies, 1989
This article offers teachers and coaches ideas to help them provide their students with soccer games that are not only fun but also develop the fundamental skills needed for improvement at all levels. The learning games are organized by specific soccer concepts and level of difficulty. (IAH)
Descriptors: Athletics, Elementary Secondary Education, Games, Learning Activities
Peer reviewedMacAloon, John J. – Critical Studies in Mass Communication, 1989
Argues that, in terms of demography of attention, broadcast economics, the excitation of wide public commentary, and First and Third World media dependency issues, American Olympic television is a worthwhile object of scrutiny for mass communication researchers. Appraises two studies by Thomas Farrell and Eric Rothenbuhler (same issue). (SR)
Descriptors: Audience Analysis, Broadcast Television, Media Research, News Media
Peer reviewedHirst, Cyntha C.; Shelley, Eva Y. – Teaching Exceptional Children, 1989
Children with mental retardation and multiple handicaps can effectively participate in play activities and games, but the experience must be structured for them. Techniques for organizing play activities involving handicapped and nonhandicapped children are offered. Examples of singles play, rotation play, and associative play are described. (JDD)
Descriptors: Childrens Games, Classroom Techniques, Mainstreaming, Mental Retardation
Peer reviewedBottom, William P.; Baloff, Nicholas – Human Resource Development Quarterly, 1994
A group process model for team building was tested using a management simulation game with 144 business students. Compared to controls, participants who experienced the team-building process reported significantly higher satisfaction, trust, openness, and social support. (SK)
Descriptors: Group Dynamics, Higher Education, Intervention, Management Games
Peer reviewedYelland, Nicola – Early Child Development and Care, 1995
Explored performance and strategies of children on three sets of LOGO tasks in which they copied a given LOGO figure and directed the turtle to a destination. Found that when the copy task preceded the track task, there were no significant performance differences in accuracy or efficiency of moves to reach the path's end, in contrast to reverse…
Descriptors: Computer Games, Context Effect, Performance Factors, Primary Education
Peer reviewedKirman, Joseph M. – Canadian Social Studies, 1991
Provides a crossword puzzle for social studies students. Offers clues based upon early Canadian history. Invites teachers to submit their own puzzles. (SG)
Descriptors: Educational Games, Elementary Secondary Education, Instructional Materials, Puzzles
Peer reviewedRiss, Pam Helfers – Science Activities, 1994
Describes an activity that makes learning about cells and cell structures more fun. Students are asked to create a board game that teaches others about cells and their structures. (ZWH)
Descriptors: Cytology, Educational Games, Elementary Secondary Education, Science Activities
Peer reviewedHaier, Richard J.; And Others – Intelligence, 1992
A study of eight normal right-handed men demonstrates widespread significant decreases in brain glucose metabolic rate (GMR) following learning a complex computer task, a computer game. Correlations between magnitude of GMR change and intelligence scores are also demonstrated. (SLD)
Descriptors: Adults, Change, Cognitive Processes, Computer Games
Nelson, Kate – Moral Education Forum, 1992
Describes the development of "The Work Ethic Game" that focuses on integrity in the workplace. Explains that the game is divided into three categories: legal, judgment, and policy issues. Discusses different personality types in the typical employee population. Includes possibilities for use at different education levels. (DK)
Descriptors: Business, Ethical Instruction, Higher Education, Integrity
Peer reviewedDuncan, Starkey, Jr.; Farley, Anne M. – Child Development, 1990
Considers aspects of the structural design of conventions observed in parent-child interaction. Examines kinds of design differences that occur in conventions and the consequences of those differences, particularly for parent-child coordination. (PCB)
Descriptors: Child Development, Games, Infant Behavior, Infants
Rohnke, Karl – Zip Lines: The Voice for Adventure Education, 1998
Discusses the characteristics of "good" and "bad" games used in adventure- or experiential-education settings. Good games are simultaneously familiar and exotic; have minimal rules and no clothing requirements; have an achievable "flow state"; and are cooperative, challenging, and accepting of failure that advances the group's problem-solving…
Descriptors: Adventure Education, Cooperation, Experiential Learning, Games
Grout, Jim; Bower, Nancy; Jillings, Andrew; Orlick, Terry – Zip Lines: The Voice for Adventure Education, 1998
Describes five games (two for preschool children, three for all ages) used in adventure-, challenge-, and experiential-education settings. Includes target group, group size, time and space requirements, activity level, props needed, instructions, and variations. The games act as icebreakers; build group trust and cooperation; or nurture positive,…
Descriptors: Adventure Education, Cooperation, Experiential Learning, Games
Peer reviewedBailey, Cynthia M.; Hsu, Christopher T.; DiCarlo, Stephen E. – Advances in Physiology Education, 1999
Describes four innovative, creative, and fun educational tools to promote active learning, enhance problem-solving skills, and encourage small group discussion about gastrointestinal physiology: crossword puzzles, hidden messages, word scrambles, and word searches. (Author/WRM)
Descriptors: Enrichment Activities, Games, Human Body, Learning Activities
Peer reviewedHouser, Rob; DeLoach, Scott – Technical Communication: Journal of the Society for Technical Communication, 1998
Describes seven design principles found in computer games that contribute to the creation of more usable applications. Provides examples from several games to illustrate these principles ("attract mode," clearly stated goals, brief instructions, transparency, performance coaching, "training wheels," and consistent feedback). Argues that games set…
Descriptors: Computer Games, Computer Interfaces, Computer Software Development, Design


