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Ramette, R. W. – Computers in Chemical Education Newsletter, 1985
A program (written in Microsoft BASIC) for the Texas Instrument and IBM microcomputers allows one to eight contestants to select one to six categories of questions to answer in the manner of the game Trivial Pursuit. The structure, use, and educational value of this program are reviewed. Ordering information is included. (JN)
Descriptors: Chemistry, College Science, Computer Software, Educational Games
Peer reviewedHeidt, Ann H. – Art Education, 1986
The experiences of college students enrolled as majors in elementary education in designing art appreciation activities for use in elementary classrooms are described. The college students had no art background. (RM)
Descriptors: Art Appreciation, Art Education, Course Descriptions, Educational Games
Peer reviewedMoore, John W., Ed. – Journal of Chemical Education, 1984
Reviews a noncommercial educational game (Polymerlab) and changes made in GASLAWS (adaptation of mainframe program used in computer-assisted instruction). Describes programs on simulation of molecular speed distributions; interfacing microcomputers to make laboratory measurements; a course in microcomputer-instrument interfacing and measuring and…
Descriptors: Chemistry, College Science, Computer Assisted Instruction, Computer Programs
Geist, Ronni; Geist, Harry – Creative Computing, 1984
Reviews four commercially produced software packages for high school mathematics. Topic areas include: equations (tutorial); algebra (tutorial, drill and practice); general mathematics (tutorial, drill and practice); and graphing of algebraic equations (arcade games). Program name, hardware needed, format, current price, and source are provided.…
Descriptors: Algebra, Computer Programs, Drills (Practice), Educational Games
Peer reviewedThomas, William E.; Grouws, Douglas A. – School Science and Mathematics, 1984
Reports research supporting the hypothesis that concrete-operational college students playing the game Master Mind with an observer where there is verbal interaction designed to stimulate thinking about the problem-solving situation will show greater cognitive growth than subjects not playing the game. Implications for science instruction are…
Descriptors: Cognitive Development, College Science, College Students, Developmental Stages
Sowden, Susette; Harden, Ronald – Simulation/Games for Learning, 1984
Describes two innovation games--Diffusion Strategies Game and Printing Press Game--used for staff development at the Centre for Medical Education, University of Dundee, Scotland; reports on what happened when they were played; compares players' views on educational value and playing complexity; and presents authors' views about staff development…
Descriptors: Design, Educational Games, Foreign Countries, Higher Education
Peer reviewedHampel, Paul J. – Arithmetic Teacher, 1984
A program for a number of guessing logic games, written in APPLESOFT, is first given. Then four computer-related terms are defined. (MNS)
Descriptors: Computer Oriented Programs, Computer Software, Educational Games, Elementary Secondary Education
Peer reviewedSawada, Daiyo – Arithmetic Teacher, 1984
Blending the motivational force of an electronic toy with primary grade mathematics instruction is described. Illustrative activities for programing the toy for both number and geometry journeys are given and instructional implications explored. (MNS)
Descriptors: Computer Oriented Programs, Educational Games, Elementary Education, Elementary School Mathematics
Peer reviewedHarmer, Jeremy – ELT Journal, 1984
Describes a unit planning game for teachers that encourages them to think about and discuss reasons for lesson planning decisions. (EKN)
Descriptors: Educational Games, English (Second Language), Language Teachers, Learning Activities
Peer reviewedVincent, M. – Educational Studies, 1976
As a result of work on the case-study method, five desirable attributes of games/simulations are suggested to designers of materials: relevance to students' needs, relation of instruction to the real world, use of a variety of skills, a "self-check" system, and maximum motivational impact. (Author/AV)
Descriptors: Case Studies, Educational Games, Educational Research, Elementary Secondary Education
Peer reviewedGuthrie, Larry F.; Wiles, Clyde A. – Arithmetic Teacher, 1976
Steps in organizing a calculator tournament among schools are described, and sample problems used in the tournament are given. (DT)
Descriptors: Calculators, Computation, Educational Games, Electronic Equipment
Mancuso, Louis C. – Southern Journal of Educational Research, 1976
The purpose of this study was to develop a broadcast economics computer simulation and to ascertain how a lecture-computer simulation game, as a teaching method, compared with the more traditional lecture and case study instructional methods. (Author)
Descriptors: Case Studies, Computers, Educational Games, Educational Research
Peer reviewedRidout, Ronald – Zielsprache Englisch, 1977
Word puzzles can be useful in FL teaching. They provide motivation. But they should be limited by the learner's linguistic competence, and should be carefully designed, with clear information, so as to create a high probability of successful solution. Method is discussed, using 3 examples. (IFS/WGA)
Descriptors: Class Activities, Educational Games, Educational Media, English (Second Language)
Peer reviewedSchrand, Heinrich – Zielsprache Englisch, 1976
Six journal articles (1972-1975) on auditory comprehension are presented, with their content and conclusions. These deal primarily with the objective evaluation of performance, giving suggestions for preparing and administering tests, example of game-type exercises, and other concrete suggestions. (Text is in German.) (IFS/WGA)
Descriptors: Audiolingual Skills, Educational Games, Evaluation Methods, Language Instruction
Peer reviewedGardner, James M. – Teaching of Psychology, 1976
A comparative study of two high school courses about mental illness shows that a medical model course increased students' feelings that causal determinants of problems in living are rooted in childhood, whereas a course using the Mental Illness Game promoted increased emphasis on psychosocial influences and social tolerance. (Author/AV)
Descriptors: Attitudes, Comparative Analysis, Educational Games, Human Living


