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Bobis, Janette – Australian Primary Mathematics Classroom, 2005
Three activities are presented that are designed to develop an understanding of equivalence. Equivalent fractions have the same value, but may be expressed with a different denominator or different notation. "Decimal Fraction Dominoes" focuses on the equivalence of commonly occurring fractions, decimal fractions, percentages and their…
Descriptors: Arithmetic, Mathematical Concepts, Mathematics Instruction, Teaching Methods
Gough, John – Australian Primary Mathematics Classroom, 2004
In previous articles, the author has discussed dominoes, the real game with scoring, and other good games and activities using dominoes. But dominoes, as materials for game-playing, and as a topic for mathematics learning experiences, as suggested by Swan (2001) and Brandreth (1975), have many other possibilities. In this article, the author…
Descriptors: Mathematics Education, Teaching Methods, Elementary School Mathematics, Games
Winchester, Niven – Journal of Economic Education, 2006
The author outlines a classroom tariff-setting game that allows students to explore the consequences of import tariffs imposed by large countries (countries able to influence world prices). Groups of students represent countries, which are organized into trading pairs. Each group's objective is to maximize welfare by choosing an appropriate ad…
Descriptors: Educational Games, Economics Education, Taxes, International Trade
Green, C. Shawn; Bavelier, Daphne – Journal of Experimental Psychology: Human Perception and Performance, 2006
The authors investigated the effect of action gaming on the spatial distribution of attention. The authors used the flanker compatibility effect to separately assess center and peripheral attentional resources in gamers versus nongamers. Gamers exhibited an enhancement in attentional resources compared with nongamers, not only in the periphery but…
Descriptors: Video Games, Attention, Cognitive Processes, Visual Perception
Sobkin, V. S.; Evstigneeva, Iu. M. – Russian Education and Society, 2004
This article presents the findings of a study examining the factors that motivate students to play computer games. The study is confined to older preschool age, a time when playing functions as the "leading activity" in ontogenetic development. Based on the findings of the study, the following are students' motives for playing computer games: (1)…
Descriptors: Males, Play, Preschool Children, Computers
Lee, Y.-F.; Ching, W.-K. – International Journal of Mathematical Education in Science & Technology, 2006
This note introduces an interesting random walk on a straight path with cards of random numbers. The method of recurrent relations is used to obtain the convergent probability of the random walk with different initial positions.
Descriptors: Game Theory, Probability, Mathematical Concepts, Statistics
Vita, Tricia – Teacher Magazine, 2004
Traveling classrooms for carnival kids didn't really come on the scene until the 1990s when Linda Brewer, a teacher of the Conklin International Academy, helped the idea get off the ground. The trade publication "Amusement Business" lists 325 carnivals in its annual booking guide, but fewer than a dozen shows have schools because it is expensive…
Descriptors: Student Mobility, Itinerant Teachers, Creative Teaching, Educational Games
Brown, Kim – Teaching Pre K-8, 2004
The mere mention of a grammar lesson can set students' eyes rolling. The fun activities described in this article can turn those blank looks into smiles. Here, the author presents grammar games namely: (1) noun tennis; (2) the minister's cat; (3) kids take action; (4) what's my adverb?; (5) and then I saw...; and (6) grammar sing-along.
Descriptors: Grammar, Nouns, Form Classes (Languages), Verbs
Erdik, Ender – Journal of Chemical Education, 2005
A study uses a thought-provoking, pencil-and-paper activity to aid students in writing organic reaction mechanisms. Organic and functional groups that constitute the formulas of organic and inorganic reactants, ionic intermediates, and products are presented as building blocks, which must be placed correctly in a given puzzle so that they bind…
Descriptors: Organic Chemistry, Chemistry, Puzzles, Educational Games
Collins, Ann; Goodson, Barbara – Administration for Children & Families, 2010
This report presents findings from the Massachusetts Family Child Care study, a two-year evaluation designed to examine the impacts on providers and children of an early childhood education program aimed at improving the development and learning opportunities in the care settings and, as a consequence, the outcomes for children in care. The early…
Descriptors: Low Income Groups, Disadvantaged Youth, Early Childhood Education, Caregivers
Kidd, Terry T., Ed. – Information Science Reference, 2010
The expanding field of adult learning encompasses the study and practice of utilizing sound instructional design principals, technology, and learning theory as a means to solve educational challenges and human performance issues relating to adults, often occurring online. This book disseminates current issues and trends emerging in the field of…
Descriptors: Electronic Learning, Nontraditional Students, Learning Theories, Instructional Design
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
Singaravelu, G. – Journal of Educational Technology, 2008
The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…
Descriptors: Video Games, Teaching Methods, Grammar, Pretests Posttests
Wall, John; Ahmed, Vian – Computers & Education, 2008
Continuing professional development (CPD) and life-long learning are vital to both individual and organisational success. For higher education, the intensive resource requirements requisite in the development of e-learning content and the challenges in accommodating different learning styles, developing an e-learning program can be a resource…
Descriptors: Educational Games, Construction Industry, Lifelong Learning, Foreign Countries
Coulter, Shannon E.; Groenke, Susan L. – English Journal, 2008
Shannon E. Coulter and Susan L. Groenke recognize that student differences in interests, learning styles, and readiness for certain knowledge necessitate individualized processes for effectively learning vocabulary. They offer strategies and word games that help students make meaningful connections and improve comprehension. They also give advice…
Descriptors: English Instruction, Individualized Instruction, Literature, Vocabulary

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