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Peer reviewedSchool Science Review, 1983
Describes laboratory procedures, demonstrations, and classroom activities/materials, including chi-square tests on a microcomputer, an integrated biology game, microscope slides of leaf stomata, culturing soil nematodes, technique for watering locust egg-laying tubes, hazards of biological chemicals (such as benzene, benzidene, calchicine,…
Descriptors: Animals, Biology, Botany, College Science
Consalvo, Carmine M. – 1996
This book aims to assist facilitators and trainers of human resource development in the use of outdoor games as a vehicle for learning. The games address such work-related areas as communication, decision making, problem solving, teamwork, leadership, and goal setting. The introduction offers a commentary on how and why the use of experiential…
Descriptors: Communication Skills, Corporate Education, Creativity, Educational Games
Fund for the City of New York, NY. – 1997
Providing an overview of some of the possibilities for enhancing education in afterschool programs, this manual provides ideas and strategies to help children and youth develop a love of learning and illustrates how much community youth development program experiences are vital to the educational growth and development of young people. Many of the…
Descriptors: After School Programs, Community Involvement, Educational Games, Elementary Education
Barnes, Anthony; Edwards, Andrew; Killeen, John; Watts, Tony – 1999
The Real Game is a Canadian career education simulation for 12- and 13-year-olds that is currently being adapted for the United Kingdom. The game emphasizes the following five main messages: remember that change is constant; understand that learning is ongoing; focus on the journey; follow your heart; and access your allies. The game's…
Descriptors: Career Education, Career Exploration, Educational Games, Foreign Countries
Miller, Pat – 2001
This book is designed for overextended librarians and for those who are looking for fresh approaches to what they have been doing for years. The intent in the book is to incorporate traditional techniques, such as storytelling and puppetry, with the use of technology, particularly the Internet--many different learning styles are incorporated to…
Descriptors: Creative Dramatics, Educational Games, Elementary Education, Information Literacy
Silliman, Anna, Ed. – Hands-On English, 2003
These six issues of a periodical intended for teachers and tutors of adult English-as-a-Second-Language (ESL) students offer articles and features including the following: readers' comments and questions; in-class map practice ideas; songs for English-as-a-Second-Language (ESL) learning; suggested films to show in class; conversation activities;…
Descriptors: Adult Education, Driver Education, Educational Games, Electronic Mail
Neiberger-Miller, Ami – National 4-H Council, 2004
Interactive group activities help leaders make knowledge come to life for youth. Special tips for leaders to help youth acquire life skills. There is added attention to safety and subject matter throughout the series. This guide is designed for adults and older youth and includes individual meeting guides as well as a variety of information and…
Descriptors: Horses, Group Activities, Youth Programs, Skill Development
Peer reviewedBarnett, Harriet – Hispania, 1973
Descriptors: Class Activities, Educational Games, FLES, Language Ability
Peer reviewedCoble, Charles R.; Hounshell, Paul B. – American Biology Teacher, 1982
Points out the value of using educational games as an instructional strategy and discusses different game formats using science examples. Identifies general characteristics of simulation games and presents as an example "Little Lake," a role playing game for grades 7-12 on population growth. (DC)
Descriptors: Educational Games, Elementary School Science, Elementary Secondary Education, Environmental Education
Shaw, Keith – SASTA Journal, 1981
Discusses current uses of computers in United Kingdom schools, specifically in biology, chemistry, economics, geography, and physics classrooms. Suggests reasons why teachers are using computers and describes their application for simulations; construction, evaluation, and modification of models; and for academic games. (DS)
Descriptors: Biology, Chemistry, Computer Assisted Instruction, Computer Oriented Programs
Pitcher, Stephen – Geoscope, 1979
Describes a simulation game whose objective is to help students understand the part played by water in the environment from both the physical and the social viewpoint. Journal availability: see SO 507 285. (Author/CK)
Descriptors: Class Activities, Classroom Materials, Community Development, Community Planning
Peer reviewedJournal of Reading, 1980
Contains information on a vocabulary game for the content areas; maintaining teacher morale through weekly team meetings; using the typewriter in an adult literacy program; and rewarding completed performance contracts with free books. (JT)
Descriptors: Adult Reading Programs, Content Area Reading, Educational Games, Elementary Secondary Education
Peer reviewedMollica, Anthony – Foreign Language Annals, 1979
As a teaching aid in high school Italian courses, guidelines for the use of games, graphic projects, and puzzles are offered. Specific examples include word puzzles, mazes, a map of Italy, dialogues, and idiom exercises. (JB)
Descriptors: Class Activities, Dialogs (Language), Educational Games, Educational Media
Judge, Jeanne – American Education, 1978
Student Team Learning is a teaching technique to encourage students to work in a structured setting to achieve goals and to get along with classmates through small learning teams competing against each other in studies designed in game form. The Washington County, Maryland, schools program is described. (MF)
Descriptors: Academic Achievement, Class Activities, Competition, Educational Games
Peer reviewedHall, Eleanor G. – Gifted Child Quarterly, 1979
The article explores the value of simulation gaming for changing attitudes of gifted students concerning sex roles. Simulation gaming has considerable potential for reducing, altering, and changing attitudes concerning sex role limitations, since gaming involves devising plans and motivating appeals, in addition to role playing, negotiating,…
Descriptors: Attitude Change, Class Activities, Cognitive Processes, Decision Making Skills

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