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Peer reviewedHess, Robert D.; And Others – American Educational Research Journal, 1979
Sixty-six mothers and 34 preschool teachers were compared on two types of adult-child interaction. Although both groups were similar on some tasks, mothers asked for more responses, made more direct requests and commands, and gave more explicit and corrective feedback following children's errors. (MH)
Descriptors: Communication (Thought Transfer), Differences, Educational Games, Emotional Response
Bonta, Juan Pablo – Journal of Architectural Education, 1979
Playing simulation games is seen as having obvious educational value with players learning through personal involvement. Several games are described, including Communication Networks, Heating and Air-Conditioning (HAC), Construction Management Game, Semiotics, Awards, Blocks, Would You Like to Be an Architect?, POLIGRIP, and PASS. (MLW)
Descriptors: Air Conditioning, Architects, Architectural Education, Building Design
Peer reviewedVort, Jeanine VanDe – Journal of Geography, 1997
Discusses the development and implementation of a simulation game for a sixth-grade class that used the structure of Thornton Wilder's play, "Our Town," to examine the geographical issues involved in community planning. The land development issue discussed was based on a real-life local concern. (MJP)
Descriptors: Built Environment, Citizen Participation, Community Development, Community Planning
Peer reviewedWulfson, Stephen, Ed. – Science and Children, 1990
Reviewed are six software packages for Apple and/or IBM computers. Included are "Autograph,""The New Game Show,""Science Probe-Earth Science,""Pollution Patrol,""Investigating Plant Growth," and "AIDS: The Investigation." Discussed are the grade level, function, availability, cost, and hardware requirements of each. (CW)
Descriptors: Acquired Immune Deficiency Syndrome, Computer Software Reviews, Computer Uses in Education, Earth Science
Peer reviewedKirts, Carla A.; Tumeo, Mark A. – Journal of Environmental Education, 1991
Reports results of a survey of 36 college students who played the Commons Game. This game was developed to illustrate the behavioral patterns, complexities, and frustrations involved in management of commons resources, cited as a major concern for future generations. (10 references) (MCO)
Descriptors: Behavior Patterns, Conservation (Environment), Conservation Education, Educational Games
Peer reviewedSherman, Helene J. – Arithmetic Teacher, 1992
Presents four innovative game-oriented activities designed to reinforce computational and place value skills involving whole and rational numbers. The games ask students to use randomly chosen numerals to formulate problems involving given operations or concepts whose responses come closest to target responses. (MDH)
Descriptors: Addition, Computation, Division, Drills (Practice)
Cappo, Marge; Osterman, Gail – Computing Teacher, 1991
Suggests activities that use a variety of communication modes to help students develop a deeper understanding of mathematics. Highlights include writing projects such as student journals and creating word problems; problem-solving software; the use of games, oral presentations, charts, models, and graphs; reading activities; and developing…
Descriptors: Communication (Thought Transfer), Communication Skills, Computer Assisted Instruction, Courseware
Terry, Steven, Jr. – Georgia Social Science Journal, 1990
Explains a class project in which high school seniors designed a "Trivial Pursuit" game focused on the Civil War. Students developed questions in chronological categories then divided into teams to play the game. Stresses student involvement and active learning while creating and playing the game. Includes sample game card and references…
Descriptors: Civil War (United States), Class Activities, Cooperative Learning, Educational Games
Kloza, Brad – Instructor, 2000
Presents a collection of computer software programs designed to spark learning enthusiasm at every grade level and across the curriculum. They include Reader Rabbit's Learn to Read, Spelling Power, Mind Twister Math, Community Construction Kit, Breaking the Code, Encarta Africana 2000, Virtual Serengeti, Operation: Frog (Deluxe), and My First…
Descriptors: Beginning Reading, Class Activities, Computer Games, Computer Software
Kirk, James J. – Simulation & Gaming, 2004
The author's gaming-simulation course at Western Carolina University has been 30 years in the making. Its structure, content, and instructional methods are heavily influenced by the author's professorial aspirations and experience in the use of simulations. In this brief article, the author shares some of his early use of educational games and…
Descriptors: Educational Games, Simulation, Computer Games, Instructional Design
Shirai, Hiroaki; Tanabu, Motonari; Terano, Takao; Kuno, Yasushi; Suzuki, Hisatoshi; Tsuda, Kazuhiko – Simulation & Gaming, 2003
This article describes the authors' experience of developing a business gaming course for business people in Japan. The course that was developed consists of (a) simple gaming experiments among multiple students using ALEXANDER ISLANDS, a tiny business game on the World Wide Web; (b) lectures to make the students understand the core concepts of…
Descriptors: Business Administration Education, Foreign Countries, Games, Computer Games
Hinrichs, Randy – European Journal of Engineering Education, 2004
The sweet spot for the use of technology in education may clearly be that software personalizes the learning experience, connects all the components and emancipates publication for targeted and effective interaction. In the future, no one owns content as an end product. It is molecular at its origin. MIT will give away their content for free,…
Descriptors: Lifelong Learning, Educational Objectives, Influence of Technology, Technology Uses in Education
Lu, Chun-Hung; Wu, Chia-Wei; Wu, Shih-Hung; Chiou, Guey-Fa; Hsu, Wen-Lian – Educational Technology & Society, 2005
This paper presents a new model for simulating procedural knowledge in the problem solving process with our ontological system, InfoMap. The method divides procedural knowledge into two parts: process control and action performer. By adopting InfoMap, we hope to help teachers construct curricula (declarative knowledge) and teaching strategies by…
Descriptors: Problem Solving, Teaching Methods, Models, Educational Games
New Media Consortium, 2006
This third edition of the New Media Consortium's (NMC) annual "Horizon Report" describes the continuing work of the Horizon Project, a research-oriented effort that seeks to identify and describe emerging technologies likely to have a large impact on teaching, learning, or creative expression within higher education. Drawing on ongoing discussions…
Descriptors: Technology Uses in Education, Higher Education, Influence of Technology, Relevance (Education)
Redleaf, Rhoda – 1996
Designed as a resource for teachers and parents, this guide contains activities to help children in primary grades learn from walks and field trips. Chapter 1, "Experience and Learning," discusses general information about how young children learn and the contribution of field trips to children's perception, language, memory, and logical…
Descriptors: Books, Childrens Literature, Community, Curriculum Guides

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