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 |
Gonsalves, Dotty; Lopez, Joan – Learning & Leading with Technology, 1998
Discusses teaching grade 1-8 students programming and complex problem-solving skills using MicroWorlds, a variation of LOGO. Discusses game programming and provides a MicroWorlds "Cat and Mouse" game-planning sheet. Argues that programming instruction fosters creativity, innovation, and patience. (PEN)
Descriptors: Active Learning, Computer Software Development, Computer Uses in Education, Creativity
Peer reviewedMiller, Pat; Johnson, Jeanne – Knowledge Quest, 2001
Games are one of the easiest ways to capitalize on students' learning strengths. Offers an example of how to develop games for the library. Presents ideas for teaching students the parts of a book through: cards; a board game; a dice game; a simulation game; an action game; a question-and-answer game; and a bingo game. (AEF)
Descriptors: Creative Activities, Educational Games, Elementary Secondary Education, Games
Peer reviewedHartley, Heather – Teaching Sociology, 1999
Describes the "sexual orientation guessing game," an exercise, using the teacher-as-text strategy, in which the teacher hides his/her sexual orientation throughout the semester and the last week the students are asked to guess the teacher's sexual orientation. Discusses the outcomes of the activity and the students' reactions. (CMK)
Descriptors: Course Content, Educational Games, Educational Strategies, Higher Education
Lo, Erika – Instructor, 2001
Presents seven mathematics games, located on the World Wide Web, for elementary students, including: Absurd Math: Pre-Algebra from Another Dimension; The Little Animals Activity Centre; MathDork Game Room (classic video games focusing on algebra); Lemonade Stand (students practice math and business skills); Math Cats (teaches the artistic beauty…
Descriptors: Algebra, Computer Uses in Education, Educational Games, Elementary Education
Deubel, Patricia – T.H.E. Journal, 2006
This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…
Descriptors: Transfer of Training, Long Term Memory, Experiential Learning, Constructivism (Learning)
Scanlon, Regina M. – Mathematics Teaching in the Middle School, 2006
This article describes three engaging introductions for topics on a Cartesian graph and the distributive property. (Contains 3 figures.)
Descriptors: Mathematics Activities, Graphs, Mathematical Concepts, Middle School Students
Lujan, Heidi L.; DiCarlo, Stephen E. – Advances in Physiology Education, 2006
The curriculum is packed with so much content that teachers resort to telling students what they know and students simply commit facts to memory. The packed curriculum leaves little time for students to acquire a deep understanding of the subject or to develop life-long skills such as critical thinking, problem solving, and communication. However,…
Descriptors: Teaching Methods, Curriculum, Active Learning, Educational Strategies
Alden, Lori – Social Studies, 2005
In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…
Descriptors: Advanced Placement, Economics Education, Educational Games, Teaching Methods
Hansson, Thomas – Computer Assisted Language Learning, 2005
A pilot study at a local school explores a virtual world during English lessons. The objective of applying a Vygotskian experimental design to the study is to investigate the potential of software, interaction and integration related to problem-solving defined as text composition in a foreign language. Focus of research and practices is on the…
Descriptors: Interaction, Second Language Instruction, Integrated Activities, Video Games
Peer reviewedWinston, Fletcher – Teaching Sociology, 2003
Focuses on a simulation game to express the power and legitimacy of the teacher authority as a motivator of human behavior in facilitating student learning. States the instructor in this game is an active participant. Concludes the game achieves teacher-student understanding of how authority figures influence others behavior. (KDR)
Descriptors: Educational Games, Educational Strategies, Higher Education, Human Relations
Barab, Sasha; Thomas, Michael; Dodge, Tyler; Carteaux, Robert; Tuzun, Hakan – Educational Technology Research and Development, 2005
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9-12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating…
Descriptors: Virtual Classrooms, Elementary School Students, Educational Games, Socialization
Pange, Jenny – Information Technology in Childhood Education Annual, 2003
This study considers the teaching of probabilities and statistics to a group of preschool children using traditional classroom activities and Internet games. It was clear from this study that children can show a high level of understanding of probabilities and statistics, and demonstrate high performance in probability games. The use of Internet…
Descriptors: Learning Activities, Preschool Children, Statistics, Probability
Tumosa, Nina; Morley, John E. – Gerontology & Geriatrics Education, 2006
In gerontology and geriatrics, learning often requires both the acquisition of new facts and a change in attitude towards elderly persons. Games, in addition to stimulating a desire to learn, are powerful instruments to change attitudes. This paper introduces games currently being used by the Gateway Geriatric Education Center to teach…
Descriptors: Geriatrics, Exercise Physiology, Educational Gerontology, Games
Scanlon, Margaret; Buckingham, David; Burn, Andrew – Technology, Pedagogy and Education, 2005
It is often claimed that computers have the potential to engage and motivate children in ways that conventional classroom teaching does not. Children are assumed to have a natural aptitude and enthusiasm for computers; and the Internet is seen to make learning automatically more interesting and exciting. Over the last few years educational…
Descriptors: Internet, Mathematics Instruction, Teaching Methods, Computer Uses in Education
Kliman, Marlene – School Community Journal, 2006
This study investigated the potential of an approach to involving families in regular integration of math into home life, addressing the following: When families are given math-related games unconnected with children's school, does what parents believe impact the extent to which their families play the games, and how do parents describe their…
Descriptors: Homework, Play, Educational Games, Mathematics Education

Direct link
