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Bank, Ira M. – 1973
The World of Workers career education gamebook for elementary grades 2 and above contains 49 workbook pages of word games that provide clues to 36 occupations, whose titles form the entries in a crossword puzzle, plus activities to supplement regular classroom presentation or to form a center for the introduction of occupations. (Author/JR)
Descriptors: Career Awareness, Career Education, Childrens Games, Class Activities
DeVries, David L.; Mescon, Ida T. – 1975
The research literature surrounding TGT, an instructional technique employing team competition, indicates that the technique facilitates social processes and academic achievement in the junior high school classroom. The present study extends the test of TGT by employing the technique in third grade classes, teaching basic language arts skills for…
Descriptors: Class Activities, Classroom Techniques, Educational Games, Elementary Education
Scott, Michael – 1975
In "Theoretical Contributions in Instructional Communication," a survey was presented concerning the extent to which communication games are being used in communication classrooms. The survey sampled 293 Speech Communication Association members. An unequivocal or representative answer to the question, "Which types of games are utilized?" was…
Descriptors: Analytical Criticism, Class Activities, Communication (Thought Transfer), Creative Dramatics
Kell, Carl L.; Winn, Larry James – 1976
In public-speaking courses, the use of games--a specific type of simulation--can help to overcome three of the most basic problems faced by the teacher: the gap between the study of theory and the application of that theory, the limited experience gained by students confined to speaking situations within classroom walls, and student stage fright.…
Descriptors: Class Activities, Communication Skills, Educational Games, Game Theory
Reiser, Robert A.; Gerlach, Vernon S. – 1976
This paper summarizes and evaluates published research examining the use of simulation games in educational settings. Findings regarding the effects of simulation games on interest, attitudes, feeling of efficacy, knowledge, and intellectual skills are reviewed. Research shows that interest is usually aroused by the games themselves, but not…
Descriptors: Educational Games, Educational Media, Evaluation, Knowledge Level
Bielawski, Joseph G.; Pomerleau, Lawrence – 1975
This book provides approximately 150 games for children in kindergarten through grade six. The games are arranged according to level of difficulty, with examples and illustrations, and are listed under eight major skills: phonetic analysis, structural analysis, word meaning and comprehension, organization, critical and creative thinking,…
Descriptors: Childrens Games, Educational Games, Elementary Education, Learning Activities
Zuckerman, David W.; Horn, Robert E. – 1970
Simulation games are classed in this guide by subject area: business, domestic politics, economics, ecology, education, geography, history, international relations, psychology, skill development, sociology, social studies, and urban affairs. A summary description (of roles, objectives, decisions, and purposes), cost producer, playing data (age…
Descriptors: Annotated Bibliographies, Class Activities, Educational Games, Game Theory
Abt Associates, Inc., Cambridge, MA. – 1969
Sample forms are presented for interview information obtained from teachers, administrators, students, guidance counselors, and dormitory staff personnel in Bureau of Indian Affairs schools, from parents of Indian students, and from community leaders. A classroom observation guide and checklists for dormitory and school facilities, curriculum and…
Descriptors: Check Lists, Citations (References), Cost Effectiveness, Data Collection
Carter, Candy – 1973
The major portion of this document is devoted to an explanation for language arts teachers of ways to construct classroom games which can increase students' language and reading skills. Also included are suggestions and recommendations for designing and using different types of learning centers, for setting them up, for selecting the right type of…
Descriptors: Class Activities, Classroom Environment, Educational Games, English Instruction
Gillispie, Philip H. – 1973
A broad overview of the educational applications of simulation games is provided. The first section of the book offers an introduction to the major concepts of such games and develops the idea that it is relatively easy for individuals to design and use their own simulation games. The remainder of the book serves as a teacher's guide for…
Descriptors: Adult Education, Educational Games, Happiness, Higher Education
Kidder, Steven J.; And Others – 1973
The use of simulation games in the classroom has greatly increased over the past decade. However, little attention has been given to the need for a set of programs -- an instructional model -- that will enable teachers to use these games in a consistent and effective manner. This paper describes such an instructional model and provides a classroom…
Descriptors: Classroom Techniques, Computer Assisted Instruction, Educational Games, High School Students
Wilkinson, Sylvia, Ed.; Campbell, Ed, Ed. – 1971
Project Change was a curriculum development and teacher training effort to improve the quality of education in 13 North Carolina public school systems. The project was carried out by a corps of resource teachers. Their responsibilities included: (1) the development of curricular materials in the language arts-social studies area; (2) the…
Descriptors: Curriculum Development, Educational Games, English Instruction, Films
Kidder, Steven J. – 1971
Psysiological and behavioral indices of emotional arousal and mood during performance in a simulation game were investigated. The hypotheses tested were: (1) there will be attitude change following participation in the social simulation game, Ghetto; (2) this change in attitude will be related to the players' emotional involvement in the game as…
Descriptors: Affective Behavior, Attitude Change, Behavior Change, Behavior Patterns
Heinberg, Paul – 1972
Learning systems or creativity games are innovative strategies for teaching a variety of subjects with maximum rewards for teachers and students alike. By definition, learning systems are in opposition to the conventional teaching formula. They are productivity rather than procedurally oriented, and they rely on discovery rather than reception…
Descriptors: Class Activities, Creative Activities, Creative Thinking, Discovery Learning
Papert, Seymour; Solomon, Cynthia – 1970
Students learned to plan and write complex computer programs by writing a program for playing NIM, a game in which two players alternatively remove one, two, or three sticks from an original pile of 21, with the player taking the last one being the winner. The primary teaching purpose was to develop the idea that a final goal--i.e., winning--could…
Descriptors: Computer Programs, Computer Science Education, Computers, Educational Games


