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Hartig, Gordon; And Others – Utah Language Quarterly, 1978
Four games for use in the foreign language classroom are described. The first, "A Shopping Game," by Gordon Hartig, is played on a game board in the German classroom and provides practice in producing sentences with the preposition "in," which in some instances takes the dative and in others takes the accusative. A diagram of the game board is…
Descriptors: Class Activities, Educational Games, Elementary Secondary Education, FLES
University of Southern California, Los Angeles. COMEX Research Project. – 1974
The Legal Reference Manual is one of a set of twenty-one manuals used in METRO-APEX 1974, a computerized college and professional level, computer-supported, role-play, simulation exercise of a community with "normal" problems. Stress is placed on environmental quality considerations. APEX 1974 is an expansion of APEX--Air Pollution…
Descriptors: Computer Assisted Instruction, Computer Programs, Environmental Education, Environmental Influences
Goldman, Samuel – 1969
Today an alienated generation of students is demanding change within educational institutions. In those institutions placed under pressure there has been no guiding principle or integrative philosophy behind the changes that have occurred. In recognition of this lack, a concern for long-range planning is emerging and the CERLI staff has undertaken…
Descriptors: Bureaucracy, Educational Change, Educational Complexes, Educational Games
House, Peter – 1970
CITY III, a computer-assisted simulation model to be used in the study of complex interactions and consequences of public and private decision-making in an urban setting, is described in this report. The users of the model, with the help of a computer, become public and private decision-makers in a simulated city and, by interacting with one…
Descriptors: City Government, Community Characteristics, Computer Assisted Instruction, Computer Programs
Duke, Richard D.; And Others – 1970
It is time that sociology made use of the increasingly popular teaching device of linking computer simulation and gaming. It is needed because in teaching courses in urban sociology, human ecology, and urban planning, we have found that: a) most class exercises present the community as a statis phenomenon; b) there is no quick and easy way to…
Descriptors: Computer Assisted Instruction, Ecological Factors, Educational Games, Games
Tremblay, Roger – TESL Talk, 1978
Describes a model for communication that can lead to the development of many classroom activities which focus on yes/no questions and information questions. (CFM)
Descriptors: Adult Education, Class Activities, Communicative Competence (Languages), Educational Games
Peer reviewedBrown-Guillory, Elizabeth – Exercise Exchange, 1987
Describes the use of peer grouping and the puzzle-solving format of a popular television game show to help students explore literary themes and compose a paper. (HTH)
Descriptors: Classroom Environment, Collaborative Writing, Educational Games, English Instruction
Rideout, Victoria J.; Vandewater, Elizabeth A.; Wartella, Ellen A. – 2003
Despite the plethora of new electronic media aimed at very young children, little is known about which media are available to children and whether or how children engage with them. This study reports on a nationally representative telephone survey of more than 1,000 parents of children ages 6 months through 6 years, conducted in Spring 2003. The…
Descriptors: Computer Games, Context Effect, Family Environment, Imitation
Wellisch, Mimi – AECA Research in Practice Series, 2000
Noting that most children living in Australia have access to a television, video games, and computers and are influenced by the content of their viewing and interactive games, this report examines the impact of media violence on young children. Topics discussed include the recognition of violence on television and video/computer games, reasons for…
Descriptors: Child Behavior, Computer Games, Conflict Resolution, Early Childhood Education
Peer reviewedWolfe, Joseph – Simulation & Gaming, 1997
Computer-based strategic management games yield learning outcomes superior to case-based teaching. This article discusses factors reducing the number of commercially produced management games available to strategic management instructors (elimination of game publishers, long shelf life of popular games, lack of game currency) and reviews the…
Descriptors: Business Administration Education, Case Method (Teaching Technique), Computer Assisted Instruction, Computer Games
Peer reviewedAllen, Brockenbrough S.; And Others – Educational Technology, Research and Development, 1989
Outlines curriculum reforms being made in the master's level educational technology program at San Diego State University. Topics discussed include technological changes and the roles of educational product designers; human information processing; knowledge base design; student design of educational adventure games; interactive video design; and…
Descriptors: Cognitive Processes, Computer Assisted Instruction, Computer Games, Curriculum Development
Peer reviewedHollingsworth, Maurice; Woodward, John – Exceptional Children, 1993
Thirty-seven secondary students with learning disabilities were taught health facts and concepts, which they then applied to problem-solving exercises presented through computer simulation games. Students who were taught an explicit strategy for solving problems performed better on two transfer measures than students given supportive feedback and…
Descriptors: Computer Assisted Instruction, Computer Games, Educational Games, Feedback
Light, Richard – Quest, 2003
The "discursive turn" in the social sciences points to the potential in Teaching Games for Understanding pedagogy (TGfU) as a means of providing a holistic learning experience for students and a platform from which to reposition physical education among institutional forces that define boundaries between academic disciplines in the school…
Descriptors: Physical Education, Holistic Approach, Learning Experience, Educational Games
Wanger, Arlene – PAM Repeater, 1993
This bulletin describes toys and games found to be appropriate for use with children with disabilities. The toys, made by Discovery Toys, include products that promote exploration, play with both hands, sorting and matching, self-awareness, coordination, cause-effect relationships, imagination, construction, language use, and interaction with…
Descriptors: Childrens Games, Disabilities, Elementary Secondary Education, Preschool Education
Edwards, Paul – 1983
The paper examines the applications of microcomputers to recreation programing for blind persons. The accessibility of microcomputers to this population is discussed, and the advantages as well as disadvantages of speech synthesis equipment are noted. Information is presented on the modification of hardware for Radio Shack and Apple computers.…
Descriptors: Blindness, Computer Software, Games, Leisure Time

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