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Peer reviewedSheets, Janet – RSR: Reference Services Review, 1998
Discusses training for student assistants in academic libraries, reviews the literature on role playing, and describes "The Reference Game," a role-playing exercise used to train reference student assistants at Baylor University (Texas). Description notes participant roles, preparation, rules of the game, typical questions, and…
Descriptors: Academic Libraries, College Students, Educational Games, Higher Education
Peer reviewedBell, Davia – TESOL Journal, 1999
Explores ring games--where participants form a circle, sing, dance, and take turns entering the circle--and how they can be used in the second-language classroom. The playful integration of vocalization and rhythmic body movement can have a powerful influence on speech fluency. (Author/VWL)
Descriptors: Classroom Techniques, Dance, Educational Games, English (Second Language)
Peer reviewedBrozik, Dallas; Zapalska, Alina – Social Studies, 1999
Contends that active learning allows students to become involved in learning by exploring issues and ideas under the guidance of the instructor. Describes the Market Game as an example of active learning that is an interactive game that simulates the behavior of a competitive market. Explores the students' reactions to the game. (CMK)
Descriptors: Active Learning, Economics, Economics Education, Educational Games
Peer reviewedKader, Gary; Perry, Mike – Mathematics Teaching in the Middle School, 1998
Presents a game called Push-Penny, played by pushing a coin and having it land on a line, used to teach students to develop intuitive feelings for the consequences of randomness, including data handling and the construction and use of tables and graphs. (ASK)
Descriptors: Data Analysis, Data Collection, Educational Games, Elementary Education
School Library Media Activities Monthly, 1998
Presents ideas which offer a change from the normal school library media center orientation. Suggestions include: name tags, relay races for information, Dewey Decimal Hopscotch, written descriptions of the library media center, introduction of sections of the library media center with answers for students to supply questions to, short quizzes,…
Descriptors: Class Activities, Educational Games, Elementary Secondary Education, Guidelines
Peer reviewedRieber, Lloyd P. – Educational Technology Research and Development, 1996
Provides a brief overview of the history, research, and theory related to play. Research from education, psychology, and anthropology suggests that play is a powerful mediator for lifelong learning, and the design of hybrid learning environments is suggested based on the constructivist concept of microworlds and supported with games and…
Descriptors: Computer Assisted Instruction, Computer Simulation, Constructivism (Learning), Educational Environment
Peer reviewedAnderson, Ian – Canadian Social Studies, 2000
Presents a crossword puzzle focusing on U.S. history which tests the knowledge of Canadian students about their "neighbor to the south." Includes items mentioned in an eighth-grade U.S. student textbook "America's Past and Promise". Provides a word list, blank crossword, and answers. (CMK)
Descriptors: Educational Games, Educational Practices, Foreign Countries, History Instruction
Peer reviewedUpdate on Law-Related Education, 2000
Offers a crossword puzzle that focuses on terms learned in this edition of "Update on Law-Related Education." Explains that the letters in the boxes spell the answer to this question: what do juvenile courts try to offer juveniles? Provides the clues and answers to the puzzle. (CMK)
Descriptors: Court Judges, Court Litigation, Delinquency, Due Process
Gonsalves, Dotty; Lopez, Joan – Learning & Leading with Technology, 1998
Discusses teaching grade 1-8 students programming and complex problem-solving skills using MicroWorlds, a variation of LOGO. Discusses game programming and provides a MicroWorlds "Cat and Mouse" game-planning sheet. Argues that programming instruction fosters creativity, innovation, and patience. (PEN)
Descriptors: Active Learning, Computer Software Development, Computer Uses in Education, Creativity
Peer reviewedMiller, Pat; Johnson, Jeanne – Knowledge Quest, 2001
Games are one of the easiest ways to capitalize on students' learning strengths. Offers an example of how to develop games for the library. Presents ideas for teaching students the parts of a book through: cards; a board game; a dice game; a simulation game; an action game; a question-and-answer game; and a bingo game. (AEF)
Descriptors: Creative Activities, Educational Games, Elementary Secondary Education, Games
Peer reviewedHartley, Heather – Teaching Sociology, 1999
Describes the "sexual orientation guessing game," an exercise, using the teacher-as-text strategy, in which the teacher hides his/her sexual orientation throughout the semester and the last week the students are asked to guess the teacher's sexual orientation. Discusses the outcomes of the activity and the students' reactions. (CMK)
Descriptors: Course Content, Educational Games, Educational Strategies, Higher Education
Lo, Erika – Instructor, 2001
Presents seven mathematics games, located on the World Wide Web, for elementary students, including: Absurd Math: Pre-Algebra from Another Dimension; The Little Animals Activity Centre; MathDork Game Room (classic video games focusing on algebra); Lemonade Stand (students practice math and business skills); Math Cats (teaches the artistic beauty…
Descriptors: Algebra, Computer Uses in Education, Educational Games, Elementary Education
Deubel, Patricia – T.H.E. Journal, 2006
This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…
Descriptors: Transfer of Training, Long Term Memory, Experiential Learning, Constructivism (Learning)
Scanlon, Regina M. – Mathematics Teaching in the Middle School, 2006
This article describes three engaging introductions for topics on a Cartesian graph and the distributive property. (Contains 3 figures.)
Descriptors: Mathematics Activities, Graphs, Mathematical Concepts, Middle School Students
Lujan, Heidi L.; DiCarlo, Stephen E. – Advances in Physiology Education, 2006
The curriculum is packed with so much content that teachers resort to telling students what they know and students simply commit facts to memory. The packed curriculum leaves little time for students to acquire a deep understanding of the subject or to develop life-long skills such as critical thinking, problem solving, and communication. However,…
Descriptors: Teaching Methods, Curriculum, Active Learning, Educational Strategies

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