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Moore-Russo, Deborah; Wiss, Andrew; Grabowski, Jeremiah – College Teaching, 2018
In this article, we provide a commentary on the current state of gamification in higher education by reviewing the research literature, noting a lack of research focused on the design of gamified postsecondary courses. To address this issue, we discuss four potential pitfalls instructors may encounter when designing gamified learning activities.…
Descriptors: Educational Games, Higher Education, Instructional Design, Learning Activities
Whitton, Nicola; Hollins, Paul – ALT-J: Research in Learning Technology, 2008
There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…
Descriptors: Higher Education, Educational Benefits, Virtual Classrooms, Educational Games
Barker, Ann – MEXTESOL Journal, 1983
Riddles designed to measure Spanish-English bilingualism are presented. The riddles are given in three forms: (1) the background material in English with the answer required in Spanish, (2) the background material and answers in English, and (3) only answers given, either in English or Spanish. The riddles are useful as classroom language…
Descriptors: Bilingualism, Comprehension, Educational Games, English (Second Language)

Garrett, Nina, Ed.; Hart, Robert S., Ed. – Foreign Language Annals, 1986
"Juegos comunicativos," a software program designed for use with the Apple IIe, IIc, or II+, emphasizes "communicative" computer-assisted Spanish language learning through five educational games. The program uses Spanish vocabulary and structures to solve "problems" rather than the standard drill-and-practice format.…
Descriptors: Computer Assisted Instruction, Computer Software, Educational Games, Learning Activities
Hall, Ralph L. – 1983
The game of chess is recommended as a school activity. In addition to requiring that individuals become actively involved in a mentally demanding competition, its effects are stimulating, wholesome, and healthy. Several benefits accrue from the teaching and promoting of chess in schools. Chess limits the element of luck (teaching the importance of…
Descriptors: Competition, Educational Games, Elementary Secondary Education, Learning Activities
Poll, Dwayne C. – 1973
This paper is intended as a guide for the use and development of simulation games in the classroom. To justify the use of such games at a time when the public is demanding a return to "the basics," the paper cites 30 ways in which simulations can contribute to student learning, including the following: (1) simulations help to motivate students;…
Descriptors: Educational Games, Elementary Secondary Education, Instructional Materials, Learning Activities
Jones, Ken – Simulation/Games for Learning, 1989
Discussion of the difference between an educational simulation and other interactive learning events highlights the effects terminology can have on both facilitators and participants. Five common mistakes made in running simulations are identified, and gaming terminology used in Britain and in the United States is discussed. (three references)…
Descriptors: Educational Games, Foreign Countries, Game Theory, Interaction

Garman, E. Thomas – Clearing House, 1979
The advantages and disadvantages of simulations in consumer education are summarized and guidelines presented to teachers on developing their own games. Four specific game topics are suggested. (SJL)
Descriptors: Consumer Education, Educational Games, Guidelines, Learning Activities

Ahl, David – Mathematics Teacher, 1981
Several computer games are reviewed with respect to how they might be used within the classroom. The games detailed represent "families" that progress from the introduction of a concept to advanced games that help develop it. (MP)
Descriptors: Computers, Educational Games, Games, Learning Activities

Bramald, Rod – Teaching Statistics, 1994
Discusses student difficulties with probability concepts and argues that a key difficulty is the lack of transferability of pupils' curriculum-based knowledge. Presents several probability game activities to help students with these difficulties. (MKR)
Descriptors: Educational Games, Learning Activities, Learning Problems, Mathematical Concepts

Williams, Margaret – Mathematics in School, 1986
Games can provide a vehicle for helping primary grade children develop mathematical ideas in a practical, concrete form in which they talk about mathematics and enjoy it. (MNS)
Descriptors: Educational Games, Educational Philosophy, Elementary Education, Elementary School Mathematics

Westwood, Marvin – Simulation & Gaming, 1994
Reviews the rationale for the use of simulation and game exercises as part of counselor education programs. Counselor competencies in the areas of knowledge, skills, and self-awareness are discussed; and the use of experience-based learning activities is explained, including the debriefing stage. (Contains three references.) (LRW)
Descriptors: Competence, Counselor Training, Educational Games, Experiential Learning
Feezel, Jerry D. – 1993
Creative teaching, which involves creating innovative lessons, games, materials, and assignments to challenge students, can be stimulated in teacher education students by stirring up their thinking and encouraging them to explore different paths. Two thematic concepts which underlie creative teaching are "reflective teaching" which…
Descriptors: Creative Teaching, Educational Games, Elementary Secondary Education, Higher Education

Selkirk, Keith – Mathematics in School, 1986
Definitional questions are raised first, followed by discussion of simulations and their place in the mathematics classroom. Variety and classification are discussed, plus some comments on designing simulations. (MNS)
Descriptors: Educational Games, Educational Philosophy, Elementary Secondary Education, Learning Activities

Jarchow, Elaine; Montgomery, Janey – English Journal, 1985
Makes a case for adventure and fantasy computer games as encouraging development of problem-solving skills and organizational abilities and for fostering reading comprehension. Suggests ways of incorporating these games into classroom activities. (RBW)
Descriptors: Computer Software, Educational Games, English Instruction, Fantasy