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Peer reviewedMeister, J. Patrick – Journal of Economic Education, 1999
Discusses an in-class simulation based on a quantity-competition oligopoly game. Offers a description and rationale of the game, provides an example of an actual game that lasted five rounds, and discusses three possible extensions of the basic game. (CMK)
Descriptors: Class Activities, Economics, Economics Education, Educational Games
Peer reviewedLapham, Stephen – Social Education, 2000
Provides a bibliography of literature for young adults and selected references on the Great Irish Famine. Presents hints to six riddles of Ireland and includes the answers to the riddles on page 15 of this issue. (CMK)
Descriptors: Adolescent Literature, Bibliographies, Educational Games, Foreign Countries
Peer reviewedChapman, Susan – Teaching Children Mathematics, 2000
Presents a long-term project that directs students' focus toward real world uses of mathematics and instills in them the excitement of engaging in mathematical work. Describes how a third grade class created a book about mathematics that contains mathematical games and puzzles, original story problems, and mathematical riddles. (ASK)
Descriptors: Educational Games, Elementary School Mathematics, Grade 3, Mathematics Activities
Peer reviewedFerguson, Lynne – Visible Language, 1999
Describes a case study that takes readers through a human-centered design process used in developing an "Active Learning" tool, CurioCity, a game for students in grades 7-10. Attempts to better understand multiculturalism and to bridge formal in-school learning with informal field trip learning. (SC)
Descriptors: Active Learning, Case Studies, Cultural Pluralism, Educational Games
Peer reviewedVale, Colleen – Australian Primary Mathematics Classroom, 1999
Computation activities focusing on speed and accuracy do not provide children with the opportunity to learn or develop their own mental computation strategies. Sets out some goals and ideas for teaching mental computation and introduces a card game for helping children compute mentally. (ASK)
Descriptors: Computation, Educational Games, Elementary Education, Elementary School Mathematics
Peer reviewedWashbush, John; Gosen, Jerry – Simulation & Gaming, 2001
Reports on a series of exploratory studies dealing with learning in total enterprise simulations among undergraduates. Examined the validity of simulations as learning tools; measured relationships between learning about the simulation and economic performance in the game; and explored whether some players learn more than others from the same…
Descriptors: Educational Games, Higher Education, Learning Processes, Learning Strategies
Drake, Robert; Goldsmith, Geraldine; Strachan, Rebecca – Teaching in Higher Education, 2006
Teamwork is widely recognised as an important skill both generally and in the context of the computing industry. The majority of approaches to teaching teamwork are "practically" based and in higher education are often designed to run over a number of weeks. We required an approach that would work over a concentrated period of five days…
Descriptors: Teaching Methods, Teamwork, Study Skills, Higher Education
Peer reviewedTayeh, Carla; Britton, Barbara – Teaching Children Mathematics, 2004
Strategy games can provide an interesting context for students to solve problems in an elementary mathematics classroom. The games are easy to learn, but finding a winning strategy exercises students to develop different methods to win the game.
Descriptors: Mathematics Instruction, Elementary School Students, Elementary School Mathematics, Teaching Methods
Early Childhood Today, 2005
This article presents 10 safety activities for children. Among others, car and bus safety activities helps children develop social and language skills as they simulate riding safely in a car or bus.
Descriptors: Child Safety, Safety Education, Learning Activities, Children
Leach, Guy J.; Sugarman, Tammy S. – Research Strategies, 2005
Research has shown that educational games can have positive impacts on student learning and motivation. The success of a game played in a library instruction class depends on the type of game selected, the development of learning outcomes, and the flexibility of the librarian during class. This article explains the benefits to students and…
Descriptors: Educational Games, Librarians, Library Instruction, Play
Moreno, Roxana; Mayer, Richard E. – Journal of Educational Psychology, 2005
The authors investigated whether guidance and reflection would facilitate science learning in an interactive multimedia game. College students learned how to design plants to survive in different weather conditions. In Experiment 1, they learned with an agent that either guided them with corrective and explanatory feedback or corrective feedback…
Descriptors: Misconceptions, Guidance, Weather, Feedback
Coghlan, Catherine L.; Huggins, Denise W. – Teaching Sociology, 2004
Social stratification may be one of the most difficult topics covered in sociology classes. This article describes an interactive learning exercise, using a modified version of the game Monopoly, intended to stress the structural nature of social inequality and to stimulate student reflection and class discussion on social stratification in the…
Descriptors: Social Stratification, Social Mobility, Social Justice, Power Structure
Shaffer, David Williamson – Innovate: Journal of Online Education, 2005
In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…
Descriptors: Educational Games, Video Games, Learning Theories, Epistemology
Thomas, Katherine M.; Austin, Marlisa – Teaching English in the Two-Year College, 2005
As students enter college, English composition instructors complain that students lack essential grammar basics to create clear, coherent pieces of writing. The number of students requiring developmental coursework at institutions has increased significantly since the institution of mandatory placement in 2000. In the face of the challenge to…
Descriptors: Grammar, Teaching Methods, Writing Instruction, College Students
Ching, W.-K.; Lee, M. S. – International Journal of Mathematical Education in Science & Technology, 2005
This short note introduces an interesting random walk on a circular path with cards of numbers. By using high school probability theory, it is proved that under some assumptions on the number of cards, the probability that a walker will return to a fixed position will tend to one as the length of the circular path tends to infinity.
Descriptors: Probability, Mathematical Concepts, High Schools, Mathematics Education

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