Publication Date
| In 2026 | 0 |
| Since 2025 | 240 |
| Since 2022 (last 5 years) | 1212 |
| Since 2017 (last 10 years) | 2934 |
| Since 2007 (last 20 years) | 5055 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 1623 |
| Teachers | 991 |
| Students | 129 |
| Researchers | 89 |
| Parents | 78 |
| Media Staff | 23 |
| Administrators | 20 |
| Policymakers | 12 |
| Community | 9 |
| Counselors | 7 |
| Support Staff | 2 |
| More ▼ | |
Location
| Turkey | 176 |
| Taiwan | 158 |
| Australia | 150 |
| Canada | 105 |
| Spain | 87 |
| United Kingdom | 84 |
| China | 79 |
| Indonesia | 75 |
| Germany | 72 |
| California | 66 |
| Brazil | 61 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 11 |
| Meets WWC Standards with or without Reservations | 19 |
| Does not meet standards | 6 |
Reeves, Charles A.; Gleichowski, Rosemarie Reeves – Mathematics Teaching in the Middle School, 2007
Middle school teachers realize the value of students playing games in mathematics classes if those games emphasize problem-solving strategies, algebraic reasoning, or spatial sense. This article describes various versions of the traditional game of nim and shows how working backward can be used to find a winning strategy. The link is then made…
Descriptors: Algebra, Educational Games, Teaching Methods, Mathematics Instruction
Damron, Rebecca L.; Halleck, Gene B. – Simulation & Gaming, 2007
This article describes the process of creating training data for a game developed to promote cross-cultural competence among students studying in a culture different from their own. The process of creating game cards (known as culture assimilators) begins with the collection of reports of intercultural misunderstandings. This phase of data…
Descriptors: Feedback (Response), Cross Cultural Training, Educational Games, Program Descriptions
Seidler, Rachael D. – Learning & Memory, 2007
Two important components of skill learning are the learning process itself (motor acquisition) and the ability to transfer what has been learned to new task variants (motor transfer). Many studies have documented age-related declines in the ability to learn new manual motor skills. In this study, I tested whether the degree of savings at transfer…
Descriptors: Transfer of Training, Feedback, Learning Disabilities, Aging (Individuals)
Lennon, Jeffrey L.; Coombs, David W. – Health Education, 2007
Purpose: The purpose of this study is to test the effectiveness of an educational board game for increasing knowledge, positive attitudes-beliefs, and self-efficacy for dengue prevention in a sample of Philippine school children and adolescents. Effective board games are more advantageous than lectures because they are adaptable, inexpensive and…
Descriptors: Health Education, Educational Games, Self Efficacy, Lecture Method
Melendez, Barbra S.; Williams, Tasha – PRIMUS, 2007
This paper describes a modification of a popular TV game show, "American Idol[R]," conducted in an undergraduate calculus course. The focal point of this game show is to get students to interact in competitive self-assessment. Student competition is an effective device to engage students in the learning process. Placing students in the role of…
Descriptors: Calculus, Metacognition, Educational Games, Mathematics Instruction
Moreno-Ger, Pablo; Thomas, Pilar Sancho; Martinez-Ortiz, Ivan; Sierra, Jose Luis; Fernandez-Manjon, Baltasar – Journal of Interactive Media in Education, 2007
In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. These games can be included instead of traditional content…
Descriptors: Video Games, Educational Games, Learning Modules, Computer Software
Inglis, Michaela; Caldwell, Will – Australian Mathematics Teacher, 2007
For mathematics teachers who are continually looking for ways in which to engage their students in the learning process, the capabilities offered by technology answer the call. Whether the technology comprises computer based applications or graphics calculators, often boring aspects can be bypassed so that students can work on the "good…
Descriptors: Adolescents, Teaching Methods, Mathematics Teachers, Mathematical Concepts
Brown, Stacey – English Journal, 2007
Stacey Brown energizes high school students with "brain-twisting" writing prompts, word games to hone vocabulary and spelling skills, and art to show complex ideas. Additionally, reading aloud to her class models fluent reading, expands students' vocabularies, builds community, and stimulates student-led discussions about the novel. (Contains 1…
Descriptors: Spelling, High School Students, Educational Games, Teaching Methods
Hu, Xiangen, Ed.; Barnes, Tiffany, Ed.; Hershkovitz, Arnon, Ed.; Paquette, Luc, Ed. – International Educational Data Mining Society, 2017
The 10th International Conference on Educational Data Mining (EDM 2017) is held under the auspices of the International Educational Data Mining Society at the Optics Velley Kingdom Plaza Hotel, Wuhan, Hubei Province, in China. This years conference features two invited talks by: Dr. Jie Tang, Associate Professor with the Department of Computer…
Descriptors: Data Analysis, Data Collection, Graphs, Data Use
DeRouin-Jessen, Renee E. – ProQuest LLC, 2008
The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…
Descriptors: Fantasy, Computer Assisted Instruction, Learning Motivation, Rewards
O'Connor, Debra L.; Menaker, Ellen S. – Performance Improvement Quarterly, 2008
Instructional games are created when training is deliberately added to a gaming environment or when gaming aspects are deliberately incorporated into training. One type of game that is currently attracting the attention of the education and training field is the massively multiplayer online game (MMOG). Because evidence about learning outcomes…
Descriptors: Learning Theories, Educational Games, Team Training, Educational Technology
Anderson, Karen C., Ed. – 1990
Providing entertainment and recreation at home and in the classroom, this book presents over 125 verbal, visual, and logic puzzles which may also enhance problem-solving abilities and improve language skills. The games in the book are arranged in chapters: (1) Picture Puzzles; (2) Word Play; (3) Games and Trivia; (4) Mystery, Logic, and Numbers;…
Descriptors: Childhood Interests, Educational Games, Elementary Education, Language Skills
Novelly, Maria C. – 1985
Assuming no prior dramatic training or experience with adolescents, this book contains approximately 50 dramatic activities that have been devised, adapted, and used with success with adolescent performers, ages 12 to 15. Not a textbook for performers, the book serves as a resource for drama teachers and coaches, Scout leaders, church youth…
Descriptors: Acting, Adolescents, Class Activities, Creative Dramatics
Hinchcliff-Pelias, Mary; Elkins, Michael R. – 1995
With an increase in diverse cultures comes a responsibility for educators to become aware of their ethnocentric attitudes that influence increasingly diverse classrooms. One place to unpack attitudes about diversity in the classroom is to encourage teachers in training to become aware of their own ethnocentrism. One way for teachers to become…
Descriptors: Classroom Environment, Educational Games, Ethnicity, Ethnocentrism
Braxton, Beverly; And Others – 1995
This document is a collection of eight games from four continents. Students use mathematics that is directly relevant to them as they take part in the games. The first five games (NIM, Kalah, Tower of Hanoi, Shongo Networks, and Magic Squares) feature presentation instructions that describe multiple-session classroom activities for grades 5-8.…
Descriptors: Educational Games, Global Approach, Intermediate Grades, Junior High Schools

Peer reviewed
Direct link
