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Brackenbury, Tim; Kopf, Lisa – Perspectives of the ASHA Special Interest Groups, 2022
Purpose: Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They both promote learning by increasing students'…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Communication Disorders

Ball, Howard G. – Elementary School Journal, 1976
Defines and discusses instructional games in terms of their uses in education. Nine categories are suggested for assessing games: instructional development, skills development, perceptual development, development of social awareness, pupil's readiness, use, design quality, adaptability, and flexibility and validation. (MS)
Descriptors: Class Activities, Cognitive Development, Design, Educational Games

Weinstein, Pauline Smith – Arithmetic Teacher, 1980
Discussed is how to design and construct gameboards to reinforce the numerous but varied concepts and skills taught to students from kindergarten through eighth grade. Also discussed is how a game might be designed to reinforce a particular concept or skill such as telling time or addition facts. (Author/TG)
Descriptors: Class Activities, Construction (Process), Design, Educational Games

Trueblood, Cecil R.; Szabo, Michael – Arithmetic Teacher, 1974
Descriptors: Class Activities, Design, Educational Games, Elementary School Mathematics

Carter, Lynne C.; Lee, Rhona Tye – Science Teacher, 1979
Presents a general step-by-step description of how classroom games for science can be developed. Examples from the slim chance game from the Health Activities Project of the University of California at Berkeley are included. (HM)
Descriptors: Class Activities, Design, Educational Games, Educational Media