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Peer reviewedFischer, William B. – CALICO Journal, 1986
Describes speech digitization with the Victor 9000 computer which produces natural-sounding speech, conveniently produced and readily integrated into programs having a realistic context. Programing techniques, pedagogical strategies and concerns, and the machine's recording procedures are discussed. (SED)
Descriptors: Computer Assisted Instruction, Computers, Courseware, Educational Games
Peer reviewedHarper, Sandra N. – System, 1985
Simulation activities provide opportunities to focus on the individual's contribution, encourage creativity, and build self-esteem. These activities can help develop social skills and understanding of other cultures by fostering attitudes of tolerance and sensitivity. (Examples of simulations are included.) (SED)
Descriptors: Class Activities, Communicative Competence (Languages), Educational Games, Interpersonal Competence
Peer reviewedGoodman, Terry – Mathematics Teacher, 1986
How the microcomputer can be used to reinforce basic statistical concepts and techniques is presented. The methods for achieving this include specific statistical problems, projects, games, and simulations for use with microcomputers. (MNS)
Descriptors: Computer Simulation, Computer Software, Educational Games, Mathematics Instruction
Peer reviewedBialo, Ellen R.; Erickson, Lisa B. – AEDS Journal, 1985
Describes an Educational Products Information Exchange (EPIE) study which evaluated 163 elementary and secondary education microcomputer courseware programs for intent, content, methods and approach, and evaluation, to discover whether trends existed across areas and courseware types, and to determine strengths and weaknesses of available…
Descriptors: Computer Simulation, Courseware, Design Preferences, Drills (Practice)
Nute, Donald – Nibble, The Reference for Apple Computing, 1984
Presents the complete Applesoft listing of a traditional adventure program. The unique feature of the program is the incorporation of mathematics word problems into the adventure. Students aged 10 and up should be able to solve these problems with little or no effort. (JN)
Descriptors: Computer Software, Educational Games, Elementary School Mathematics, Intermediate Grades
Peer reviewedBalajthy, Ernest – Journal of Reading, 1985
Discusses how computers can "converse" with students for teaching purposes, demonstrates how these interactions are becoming more complex, and explains how the computer's role is becoming more "human" in giving intelligent responses to students. (HOD)
Descriptors: Artificial Intelligence, Cognitive Processes, Computer Assisted Instruction, Computer Software
DeRosa, Bill; Finch, Patty A. – Children and Animals, 1985
Offers a teaching technique that proposes to enliven instruction of statistics for mathematics students. This activity focuses on questions and associated calculations pertaining to wildlife in captivity. Directives for the lesson as well as a complete listing of questions and answers on captive wildlife are included. (ML)
Descriptors: Animals, Computation, Educational Games, Experiential Learning
Peer reviewedBranwyn, Gareth – Futurist, 1986
Role-playing games and simulations offer revolutionary ways to learn and solve problems. Some games/simulations that can be used to explore and evaluate possible futures are described. The future of educational games is also discussed. (RM)
Descriptors: Computers, Educational Games, Futures (of Society), Higher Education
Peer reviewedGross, Lawrence P. – Arithmetic Teacher, 1984
The use of real (professional) bingo sheets for a math bingo game is described. The game can be adapted to many levels of learning for a variety of concepts by using different calls. A sample of these calls is given. (MNS)
Descriptors: Educational Games, Elementary School Mathematics, Elementary Secondary Education, Learning Activities
Peer reviewedLewin, Ann White – Theory into Practice, 1983
The author analyzes what children find so compelling about video games and suggests that computer software can be made, based along these lines, to be both compelling and educational. (JMK)
Descriptors: Childrens Games, Computer Programs, Educational Games, Elementary Education
Peer reviewedAnderson, Jonathan – Babel: Journal of the Australian Federation of Modern Language Teachers Associations, 1984
Considers some possibilities for using computers in foreign language instruction and in teaching English as a second language. Looks at three modes in which the computer may be used: as tutor, tool, and tutee. Demonstrates uses of some of the available software in each of these modes. (SED)
Descriptors: Computer Assisted Instruction, Computer Software, Drills (Practice), Educational Games
Devall, Yvonna – Computing Teacher, 1984
Reviews the best currently available spelling software, including drill and practice, tutorial, game, and proofreading/word processing programs, and discusses criteria for spelling software selection. (MBR)
Descriptors: Computer Software, Costs, Drills (Practice), Educational Games
Henderson, James G. – Illinois Schools Journal, 1982
Suggests five techniques for combining learning with fun, including (1) lessons that evoke the joy and pride of mastery, (2) learning adventures, (3) "democratic" classrooms, (4) educational games and discovery learning centers, and (5) reward or rest breaks from study. (CJM)
Descriptors: Classroom Techniques, Educational Games, Elementary Secondary Education, Learning Experience
Thornburg, David; Beane, Pam – Classroom Computer Learning, 1983
Presents activities for language arts, differentiating between a variable name and its value, creating music using PILOT, and playing LOGO games. Includes the article "Take the Turtle to School: A Child's View of Programming" by Jack McLeod. (JN)
Descriptors: Computer Programs, Computer Science Education, Educational Games, Elementary Education
Peer reviewedThurman, L. Duane; Wilbur, Frank – Journal of College Science Teaching, 1984
Presents a method for teaching Greek and Latin work forms to promote comprehensive knowledge and improve retention. A self-study text is used in the class (meeting one-hour weekly), with students responsible for teaching creative games which utilize the scientific vocabulary. (JM)
Descriptors: College Science, Educational Games, Higher Education, Language Skills


