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Yasar, Hüseyin; Kiyici, Mubin – International Journal of Technology in Education and Science, 2021
In the present study, the studies conducted on educational games between 1965 and 2019 were analyzed to determine the trends in research based on the year of publication, topic, publication type, country, target audience and the concepts included in the study title. In the study, 7141 studies that were accessed with "educational games"…
Descriptors: Educational Games, Educational Trends, Educational History, Periodicals
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Pease, Michael; Pérez-Lapeña, Blanca; Lant, Christopher – Journal of Geography in Higher Education, 2019
This paper describes environmental systems games developed for energy and water resource use designed to be adaptable from high school to undergraduate use. Two of the games are computer simulations with adjustable levels of difficulty that can be done in a computer lab or as a homework assignment. The third is a peer-to-peer roleplayer game…
Descriptors: Energy, Water, Natural Resources, Geography Instruction
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Demirel, Turgay; Karakus Yilmaz, Turkan – British Journal of Educational Technology, 2019
The goal of this study is to determine the effectiveness of mind games played by secondary school sixth grade students as classroom activities in math and grammar courses on their perceived problem-solving skills and achievements. In the quantitative part of the study, the nonequivalent groups pre-test--post-test control group design from…
Descriptors: Problem Solving, Secondary School Students, Teaching Methods, Foreign Countries
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Turcotte, Nathaniel; Betrus, Anthony – TechTrends: Linking Research and Practice to Improve Learning, 2016
"Teaching Bad Apples" is a game developed in 2014 for current and future teachers. It plays much like "Apples to Apples" or "Cards Against Humanity," with each player in turn reading a situation card, followed by the other players choosing their response cards. Each situation, however dramatic or bizarre, is…
Descriptors: Instruction, Teaching Methods, Educational Games, Games
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Hall, Susan E. – Marketing Education Review, 2014
Achieving student learning outcomes in a "gamelike" environment allows students to connect real-world activities to marketing and business concepts presented in a relevant and authentic manner. The innovative game, Barracuda Cove Investment Game, can be incorporated into any marketing-related course that would require a marketing or…
Descriptors: Educational Games, Relevance (Education), Marketing, Business Administration Education
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Sloan, Thomas; Davila, Federico; Malbon, Eleanor – Australian Journal of Environmental Education, 2013
Higher education institutions are considered by many to be pivotal in shaping the next generation of thinkers and practitioners required to further work towards addressing the sustainability challenges faced by contemporary societies. The extent to which higher education has embraced this responsibility is debateable. Notwithstanding, this article…
Descriptors: Foreign Countries, Higher Education, Colleges, Facilitators (Individuals)
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Reutzel, Christopher R.; Worthington, William J.; Collins, Jamie D. – Decision Sciences Journal of Innovative Education, 2012
Strategic Alliance Poker (SAP) provides instructors with an opportunity to integrate the resource based view with their discussion of strategic alliances in undergraduate Strategic Management courses. Specifically, SAP provides Strategic Management instructors with an experiential exercise that can be used to illustrate the value creation…
Descriptors: Undergraduate Study, Business Administration Education, Strategic Planning, Experiential Learning
Shay, Cari – Educational Technology, 1980
Surveys the purposes, effectiveness, selection, and design of simulations and provides some criteria by which faculty may judge the suitability of the play element for meeting classroom needs. Lists of resources for simulation selection and directories of games are appended. (Author/MER)
Descriptors: Class Activities, Educational Games, Research Skills, Selection
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De Vries, David L.; Slavin, Robert E. – Journal of Research and Development in Education, 1978
Teams-Games-Tournaments (TGT) is a classroom program which addresses the problems of student values, student diversity, and basic skills. This article describes: how TGT works, its origins, research to date, implications for teachers and researchers, how TGT is used in the classroom, and new directions for TGT. (Author/SJL)
Descriptors: Academic Achievement, Class Activities, Classroom Research, Competition
Ellington, Henry – 1984
This booklet is the third of three sequels to "A Guide to the Selection of Instructional Methods." Following a brief introduction, characteristics, strengths, and weaknesses of five group learning techniques are examined: (1) buzz sessions and similar small-group exercises; (2) class discussions, seminars, and tutorials; (3) participative…
Descriptors: Affective Objectives, Class Activities, Cognitive Development, Communication Skills
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Warburton, Jeff; Madge, Clare – Journal of Geography in Higher Education, 1994
Contends that the success or failure of an undergraduate research project can hinge on one or two decisions made at an early stage in the process. Describes a "Snakes and Ladders" board game used to remind students of good and bad research design practices. Includes game rules and a listing of the good and bad practices. (CFR)
Descriptors: Active Learning, Class Activities, Educational Games, Educational Strategies
Suthers, Louie; Larkin, Veronicah – 1996
The arts are central to quality early childhood programs. Experiences in the arts commonly attract and sustain children's involvement and provide opportunities for individualized creative responses. This research project investigated the implementation of arts games (structured play experiences based on drama, music, dance, and movement) into the…
Descriptors: Art Activities, Class Activities, Classroom Research, Classroom Techniques