NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Elementary and Secondary…1
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 228 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Haun, Phil; O'Hara, Michael – Journal of Political Science Education, 2022
This article describes a simple two-player game which illustrates basic concepts of brinkmanship, to include calculations of probability and expected outcomes, and risk-taking profiles. The game befits a single 50-minute class period with introduction, gameplay, and discussion. The game can supplement the study of conflict from classic Cold War…
Descriptors: Educational Games, Risk, Probability, Class Activities
Peer reviewed Peer reviewed
Direct linkDirect link
O'Roark, Brian; Grant, William – Journal of Economic Education, 2018
The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…
Descriptors: Game Theory, Teaching Methods, Cartoons, Picture Books
Peer reviewed Peer reviewed
Direct linkDirect link
Vesperman, Dean Patrick; Clark, Chris H. – Social Studies, 2016
This article explores using game theory in social studies classrooms as a heuristic to aid students in understanding strategic decision making. The authors provide examples of several simple games teachers can use. Next, we address how to help students design their own simple (2 × 2) games.
Descriptors: Game Theory, Social Studies, Heuristics, Decision Making
Peer reviewed Peer reviewed
Direct linkDirect link
Gough, John – Australian Mathematics Teacher, 2017
This article describes how to play two abstract strategy board games: (1) "Blokus" which uses polyominoes--plane geometric figures formed by joining one or more equal squares edge to edge; and (2) "Gemblo" which uses translucent, colored pieces, each of which is made up of one to five hexagons.
Descriptors: Geometric Concepts, Geometry, Educational Games, Game Theory
Peer reviewed Peer reviewed
Direct linkDirect link
Nicholson, Scott – Childhood Education, 2018
Escape rooms are "live-action team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping from the room) in a limited amount of time." Escape Rooms are one type of Escape Game, which are narrative-based challenges that use puzzles, tasks,…
Descriptors: Class Activities, Educational Games, Learner Engagement, Puzzles
Fulton, Jared N. – Online Submission, 2019
Gamification is a term first coined early in the 21st century, and the application of its principles has been seen in the business world. Department stores, convenient stores, airlines, and credit card companies have implemented loyalty points to keep customers buying their products. From the business world, to the daily lives of students,…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Self Determination
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Hautopp, Heidi; Ejsing-Duun, Stine – Electronic Journal of e-Learning, 2020
This study investigates how the use of visual facilitation and representations, e.g. visualisations and video productions, combined with peer-feedback sessions can create exploratory approaches to game design in online teaching. The article analyses an iterative game development process in an online learning context. The empirical data is…
Descriptors: Visual Aids, Visualization, Video Technology, Film Production
Buck, Marc Fabian – Online Submission, 2017
The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification's aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light…
Descriptors: Educational Games, Computer Games, Teaching Methods, Learning Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Tulloch, Rowan; Randell-Moon, Holly Eva Katherine – Review of Education, Pedagogy & Cultural Studies, 2018
"Gamification", a strategy whereby video game logics are applied to real world tasks, is rapidly gaining traction in education discourses, policies, and practices. Gamification advocates are frequently and prominently declaring the practice "the future of education" or education for the 21st century (Deardorff 2015; Frith 2017;…
Descriptors: Educational Games, Video Games, Politics of Education, Neoliberalism
Peer reviewed Peer reviewed
Direct linkDirect link
Harvey, Stephen; Cope, Edward; Jones, Ruan – Journal of Physical Education, Recreation & Dance, 2016
The purpose of this article is to share three questioning methods that can be employed as part of a game-centered approach (GCA). These methods are (1) the debate of ideas, (2) the GROW model and (3) the reflective toss. Through these three methods it is hoped that teachers and coaches at the upper-elementary and middle and high school levels will…
Descriptors: Questioning Techniques, Educational Games, Teaching Methods, Elementary Secondary Education
Bart, William – Educational Technology, 2016
This article provides an examination of interrelationships among educational technology, creativity, and chess. It presents the argument that chess training fosters significant gains in scholastic achievement and cognitive ability. As a vital component in chess training programs, contemporary chess software such as Fritz serves as impressive…
Descriptors: Educational Technology, Creativity, Educational Games, Artificial Intelligence
Peer reviewed Peer reviewed
Direct linkDirect link
Mayer, Igor; Warmelink, Harald; Zhou, Qiqi – British Journal of Educational Technology, 2016
The authors explore how framing theory and the method of frame-reflective discourse analysis provide foundations for the emerging discipline of serious games (SGs) research. Starting with Wittgenstein's language game and Berger and Luckmann's social constructivist view on science, the authors demonstrate why a definitional or taxonomic approach to…
Descriptors: Discourse Analysis, Educational Games, Game Theory, Educational Research
Valentine, Keri D.; Jensen, Lucas J. – Online Submission, 2018
The case study research reported in this paper followed the iterative design trajectory of youth game designers (ages 11-17) in a week-long summer game design camp, focused on the fundamentals of video game design. Drawing on data from a daily conceptual pitch and feedback activity, the research team traced the iterative design trajectory for one…
Descriptors: Case Studies, Summer Programs, Educational Games, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Veltsos, Jennifer R. – Business and Professional Communication Quarterly, 2017
Interest in gamification in higher education has been growing steadily in the past decade. Using games and game elements has been shown to increase student engagement, motivation, and autonomy. This article draws parallels between game elements, instructional design, and the teaching of business and professional communication. It suggests ways…
Descriptors: Business Communication, Instructional Design, Teaching Methods, Educational Games
Thomas, James William – ProQuest LLC, 2017
"Guitar Hero III" and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load…
Descriptors: Accuracy, Music, Educational Games, Acoustics
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  16