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Reissman, Rose – Learning & Leading with Technology, 1996
Discusses the use of fortune cookie fortunes in a middle school class combined with computer graphics, desktop publishing, and word processing technology to create writing assignments, games, and discussions. Topics include cultural contexts, and students creating their own fortunes. (LRW)
Descriptors: Chinese Culture, Computer Graphics, Computer Uses in Education, Cultural Context
Kepler, Lynne; And Others – Instructor, 1995
Elementary across-the-curriculum ideas include hands-on science activities that investigate animal survival, civics education via bicycle safety instruction, writing skills development by illumination, and math instruction by reading a story then solving problems. An end-of-the-year theme unit has students read poems then play related games. (SM)
Descriptors: Bicycling, Civics, Educational Games, Elementary Education
Peer reviewedPanov, Alexey – Quantum, 1992
The game "Pythagoras" is an adaptation of the tangram puzzle. Describes the process of finding all the possible convex polygons with seven sides to prove that the solution to a given puzzle shape of seven sides difficult to find was not possible. (MDH)
Descriptors: Cognitive Processes, Cognitive Style, Discovery Processes, Educational Games
Peer reviewedFalba, Christy J.; Weiss, Maria J. – Mathematics Teacher, 1991
Presented is an activity which shows how mathematics is used in real life and helps to establish a need for mathematics in students' futures. Adapted from a scavenger-hunt idea, this activity helps students to discover that almost every career makes use of mathematics. (KR)
Descriptors: Career Awareness, Educational Games, Intermediate Grades, Junior High Schools
Learning, 1992
Provides on-task activities to fill in unexpected extra moments in elementary classes. The activities require little preparation and take 5-15 minutes to complete. There are activities for math, language arts, social science, science, critical thinking, and computer. An outer space board game is also included. (SM)
Descriptors: Class Activities, Computer Assisted Instruction, Critical Thinking, Educational Games
Pulos, Steven; Sneider, Cary – Focus on Learning Problems in Mathematics, 1994
Presents guidelines for developing and evaluating games in mathematics, including a concrete example--coordinate geometry taught by the Rubber Bones game--and its evaluation using (n=52) seventh graders. Guidelines for development include analysis of the concepts and the learner, nature of learning, enjoyability, integration, and evaluation. (48…
Descriptors: Affective Measures, Educational Games, Elementary Secondary Education, Grade 7
Cummings, Alysa – Learning, 1991
Describes discovery learning, a teaching method that encourages students to use inductive reasoning. Students explore and experiment using the skill or idea being taught; they determine rules, make generalizations, and discover concepts. The teacher acts as coach, advisor, and reinforcer. A student page offers a discovery learning game on capital…
Descriptors: Capitalization (Alphabetic), Discovery Learning, Educational Games, Elementary Education
Peer reviewedPray, Thomas F.; Gold, Steven – Simulation & Gaming, 1991
Reviews 10 computerized business simulations used to teach business policy courses, discusses problems with measuring performance, and presents a statistically based approach to assessing performance that permits individual team goal setting as part of the computer model, and allows simulated firms to start with different financial and operating…
Descriptors: Algorithms, Business Administration Education, Comparative Analysis, Computer Simulation
Peer reviewedBrown, Robert G. – Social Studies, 1998
Touts the advantages of experiential learning through educational games, or simulations, as provided by outdoor-learning centers. The organization of outdoor learning is discussed along with ways for integrating community groups into the activities. Included are five examples, a bibliography, and contact information for two centers that support…
Descriptors: Adventure Education, Community Involvement, Educational Games, Educational Resources
Peer reviewedTakata, Susan R. – Teaching Sociology, 1997
Contends that the game of "musical chairs" demonstrates how students learn about competition versus cooperation as well as a variety of sociological concepts and theories. Outlines material requirements and rules for playing the game, and suggests methods for post-game debriefings. Notes sociological applications and implications that can be…
Descriptors: Antisocial Behavior, Conflict, Cooperation, Educational Games
McFarland, Ronald D. – HyperNexus, 1997
Examines the importance of the instructional systems design (ISD) model in designing the presentation and content of technology-based learning (TBL) environments, especially for adult learners. Describes TBLs and their use in university and adult learning and discusses the most common presentation methods: drill and practice, tutorial, simulation,…
Descriptors: Adult Learning, Computer Assisted Instruction, Drills (Practice), Educational Environment
School Library Media Activities Monthly, 1996
Describes ways to instill in elementary school students a sense of ownership of the library media center and self-confidence in its use. Topics include signage; student "licenses" for completion of training on library equipment; individual rewards; "footprints" or similar pathfinders on the floor; maps; and browsing and…
Descriptors: Educational Games, Elementary Education, Elementary School Students, Learning Activities
Cannon, Hugh M.; Smith, J. Alexander – Simulation & Gaming, 2004
Over the years, the Association for Business Simulation and Experiential Learning (ABSEL) has invested considerable effort in formulating its research mission while reflecting on its unique identity among professional organizations. This article reviews the literature on this topic while identifying key issues and proposals. It then discusses the…
Descriptors: Experiential Learning, Research Libraries, Professional Associations, Institutional Mission
Cameron, Brian; Dwyer, Francis – Journal of Interactive Learning Research, 2005
Online and computer-based instructional gaming is becoming a viable instructional strategy at all levels of education. The purpose of this study was to examine the effect of (a) gaming, (b) gaming plus embedded questions, and (c) gaming plus questions plus feedback on delayed retention of different types of educational objectives for students…
Descriptors: Educational Strategies, Educational Objectives, Feedback, Cognitive Style
Habgood, M. P. J.; Ainsworth, S. E.; Benford, S. – Simulation & Gaming, 2005
Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone, exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning…
Descriptors: Educational Games, Fantasy, Instructional Effectiveness, Student Motivation

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