Publication Date
| In 2026 | 0 |
| Since 2025 | 3 |
| Since 2022 (last 5 years) | 15 |
| Since 2017 (last 10 years) | 61 |
| Since 2007 (last 20 years) | 249 |
Descriptor
| Game Theory | 820 |
| Simulation | 293 |
| Educational Games | 229 |
| Teaching Methods | 163 |
| Games | 140 |
| Models | 127 |
| Decision Making | 121 |
| Problem Solving | 110 |
| Higher Education | 99 |
| Foreign Countries | 73 |
| Probability | 52 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 42 |
| Teachers | 29 |
| Researchers | 10 |
| Administrators | 2 |
| Counselors | 1 |
| Parents | 1 |
| Students | 1 |
Location
| United States | 11 |
| United Kingdom | 10 |
| Australia | 7 |
| California | 6 |
| China | 6 |
| Netherlands | 6 |
| Taiwan | 5 |
| United Kingdom (Great Britain) | 5 |
| Canada | 4 |
| Florida | 4 |
| Japan | 4 |
| More ▼ | |
Laws, Policies, & Programs
| Elementary and Secondary… | 1 |
| Social Security | 1 |
Assessments and Surveys
| Battelle Developmental… | 1 |
| California Child Q Set | 1 |
| Conflict Tactics Scale | 1 |
What Works Clearinghouse Rating
Nicholson, Scott – Knowledge Quest, 2011
One of the great failings in educational game design is a focus on the question-and-answer model of gameplay. This type of educational game has players engage in some sort of time-wasting activity like rolling a die and moving, and then the focus of the game, the activity of answering a question, is triggered. Thousands of educational games use…
Descriptors: Educational Games, Game Theory, Video Technology, Program Design
Antequera, A. T.; Espinel, M. C. – International Journal of Mathematical Education in Science and Technology, 2011
The aim of this study is twofold. The first is to investigate the ability of secondary school students to understand the different distribution schemes and thus, indirectly, to contribute to the educational discussion and approach to be used for distribution problems so as to lessen reliance on the ubiquitous cross-multiplication rule in…
Descriptors: Game Theory, Academically Gifted, Teaching Methods, Secondary School Students
Guastello, Stephen J. – American Psychologist, 2009
Comments on the article Leadership, followership, and evolution: Some lessons from the past by Van Vugt, Hogan, and Kaiser. This article offers a fresh perspective on leaders, followers, and their possible origins in nonhuman and primitive human behavior patterns. The connections between group coordination, leadership, and game theory have some…
Descriptors: Game Theory, Behavior Patterns, Leadership, Evolution
Shen, Jianping; Xia, Jiangang – International Journal of Leadership in Education, 2012
Is the power relationship between public school teachers and principals a win-win situation or a zero-sum game? By applying hierarchical linear modeling to the 1999-2000 nationally representative Schools and Staffing Survey data, we found that both the win-win and zero-sum-game theories had empirical evidence. The decision-making areas…
Descriptors: Evidence, Game Theory, Public School Teachers, Educational Change
Burguillo, Juan C. – Computers & Education, 2010
This paper introduces a framework for using Game Theory tournaments as a base to implement Competition-based Learning (CnBL), together with other classical learning techniques, to motivate the students and increase their learning performance. The paper also presents a description of the learning activities performed along the past ten years of a…
Descriptors: Feedback (Response), Game Theory, Motivation, Competition
Korie, Daniel O. – ProQuest LLC, 2015
This study explored media usage among adolescents and its relations to academic performance and aggressive behavior from a qualitative research perspective. This study represents the first of its kind by utilizing a phenomenological methodology to gain insights about lived experiences of adolescents' media use relative to their academic…
Descriptors: Mass Media Use, Adolescents, Academic Achievement, Aggression
Bell, Martie – Strategies: A Journal for Physical and Sport Educators, 2011
In response to a lack of active participation by students in physical education, the Ultimate Flag Games curriculum was created and has thrived in the decades since its inception. The curriculum has been successful at the middle school, high school, and higher education levels. This article introduced the curriculum, different games, and rules and…
Descriptors: Physical Education, Student Participation, Learner Engagement, Educational Strategies
Young, Michael F.; Slota, Stephen T.; Lai, Benedict – Review of Educational Research, 2012
In large measure the authors agree with Tobias and Fletcher's (2012) comments stating that clearer operational definitions of game features are needed to enable research on games and learning. The authors cannot accept that games are a subset of simulations, preferring to identify instances when games and simulations overlap and when they do not.…
Descriptors: Definitions, Cognitive Processes, Academic Achievement, Trend Analysis
Gough, John – Australian Mathematics Teacher, 2010
Almost every adult in Australia has played Noughts and Crosses at some time in their life--it is that sort of game, a universal classic. Very few Australian adults play Noughts and Crosses, adult against adult, unless they are bored, witless and cannot think of anything better to do. Adults stop playing this game. Many will say it is boring, while…
Descriptors: Foreign Countries, Games, Adults, Popular Culture
Burtraw, Dallas; Goeree, Jacob; Holt, Charles A.; Myers, Erica; Palmer, Karen; Shobe, William – Journal of Policy Analysis and Management, 2009
Environmental markets have several institutional features that provide a new context for the use of auctions and that have not been studied previously. This paper reports on laboratory experiments testing three auction forms--uniform and discriminatory price sealed-bid auctions and an ascending clock auction. We test the ability of subjects to…
Descriptors: Microeconomics, Governance, Pollution, Game Theory
Samuel Elliott; Geoffrey Elliott – English Journal, 2014
This article reports on an ethnographic analysis of students who play chess at a mixed comprehensive school in England. The authors explore how children learn when playing chess and speculate about how the appeal of the game could be used by secondary teachers to improve English lessons.
Descriptors: Foreign Countries, Secondary School Curriculum, Secondary School Students, Secondary School Teachers
Using Game Theory Techniques and Concepts to Develop Proprietary Models for Use in Intelligent Games
Christopher, Timothy Van – ProQuest LLC, 2011
This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…
Descriptors: Game Theory, Educational Games, Artificial Intelligence, Models
Kikkawa, Toshiko; Crookall, David – Simulation & Gaming, 2011
This issue of S&G is devoted to people--to the gamers who have made and are making the exciting discipline of simulation gaming possible. All disciplines that hope for a bright future must record their origins and development. This is particularity the case for a field as fuzzy and interdisciplinary as simulation/gaming. The symposium dedicated to…
Descriptors: Conferences (Gatherings), Autobiographies, Simulation, Computer Simulation
Yu, Hongxia; Ding, Xiaohao – Frontiers of Education in China, 2011
This paper analyzes the behavior of families in China regarding private tutoring, applying game theory to its discussion of their actions. It finds that families will definitely give their children private tutoring after school in order to obtain better educational opportunities in situations where the distribution of educational resources is…
Descriptors: Foreign Countries, Economics, Game Theory, Educational Opportunities
Moseley, Alex – International Journal of Game-Based Learning, 2012
Drawing on a participatory study of the Perplex City alternate reality game, this paper considers the data obtained through participation and a detailed survey of the most engaged players, in order to determine the most engaging features and suggest methods for their transfer to educational contexts. Originally presented at a conference in 2008,…
Descriptors: Computer Games, Educational Games, Game Theory, Learner Engagement

Peer reviewed
Direct link
