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Jeffrey Jacobson – ProQuest LLC, 2008
This study explored whether students benefited from an immersive panoramic display while studying subject matter that is visually complex and information-rich. Specifically, middle-school students learned about ancient Egyptian art and society using an educational learning game, "Gates of Horus," which is based on a simplified three…
Descriptors: Computer Simulation, Building Design, Experiential Learning, Visual Aids
IGI Global, 2018
The rapid growth in online and virtual learning opportunities has created culturally diverse classes and corporate training sessions. Instruction for these learning opportunities must adjust to meet participant needs. "Online Course Management: Concepts, Methodologies, Tools, and Applications" is a comprehensive reference source for the…
Descriptors: Online Courses, Electronic Learning, Distance Education, Educational Trends
Judd, Wallace – Mathematics Teaching in the Middle School, 2007
This reprinted article from the November 1976 issue of "Arithmetic Teacher" describes a series of calculator games suitable for all levels from kindergarten through calculus.
Descriptors: Educational Games, Calculators, Mathematics Instruction, Teaching Methods
Dondi, Claudio; Moretti, Michela – British Journal of Educational Technology, 2007
This paper presents a methodological proposal elaborated in the framework of two European projects dealing with game-based learning, both of which have focused on "quality" aspects in order to create suitable tools that support European educators, practitioners and lifelong learners in selecting and assessing learning games for use in…
Descriptors: Foreign Countries, Learning Processes, Lifelong Learning, Instructional Materials
Kiili, Kristian – British Journal of Educational Technology, 2007
Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…
Descriptors: Experiential Learning, Educational Games, Problem Solving, Models
Williams, Donald L. – InSight: A Collection of Faculty Scholarship, 2007
The use of educational games such as crossword puzzles, word search puzzles, modified television game shows, or commercial board and card games are attempts to make learning more fun and motivational regardless of the level of educational experience. This article explains how I have employed the melding of many of these games into one motivational…
Descriptors: Educational Strategies, Educational Games, Educational Attainment, Scores
Warner, Laverne; Wilmoth, Linda – Dimensions of Early Childhood, 2007
Mrs. Keenan, a preschool teacher, observed her 3-year-old granddaughter Riley pull, tug, and stack piles of holiday boxes on the floor. She remembered that her child care director had suggested using boxes as a curriculum theme, but she hadn't given much thought about the idea until now. She said to herself, "I wonder if my children would be as…
Descriptors: Preschool Education, Learning Activities, Art Activities, Educational Games
Lankford, Bruce; Watson, Drennan – Simulation & Gaming, 2007
The RIVER BASIN GAME is a dialogue tool for decision makers and water users tested in Tanzania and Nigeria. It comprises a physical representation of a river catchment. A central channel flows between an upper watershed and a downstream wetland and has on it several intakes into irrigation systems. Glass marbles, representing water, roll down the…
Descriptors: Foreign Countries, Natural Resources, Figurative Language, Earth Science
Wolf, James R.; Myerscough, Mark A. – Journal of Economic Education, 2007
The authors describe a classroom game used to teach students about the impact of reputations in markets with asymmetric information. The game is an extension of Holt and Sherman's lemons market game and simulates a market under three information conditions. In the full information setting, all participants know both the quality and the price of…
Descriptors: Educational Games, Feedback (Response), Economics Education, Free Enterprise System
Wilson, Lee – Technology & Learning, 2007
Do video games and simulations really belong in the classroom? A growing body of evidence--from education conference sessions to ramped-up gaming research and university pilot programs--all point to the affirmative. However, sensationalized press accounts, a personal lack of familiarity with games, and other factors still contribute to a broad…
Descriptors: Video Games, Teaching Methods, Familiarity, Misconceptions
Woodward-Young, Patricia A. – Democracy & Education, 2008
Teaching and living for social justice cannot happen without the disposition of empathy and a sense of otherness. Many in the field of multicultural education emphasize that a teacher's attitude, orientation, and awareness are at the core of being a culturally competent teacher. Gloria Ladson-Billings asserts that culturally competent teachers…
Descriptors: Social Justice, Preservice Teachers, Multicultural Education, Empathy
Sevcik, Richard S.; McGinty, Ragan L.; Schultz, Linda D.; Alexander, Susan V. – Journal of Chemical Education, 2008
Periodic Table Target, a game for middle school or high school students, familiarizes students with the form of the periodic table and the biological significance of different elements. The Periodic Table Target game board is constructed as a class project, and the game is played to reinforce the content. Students are assigned several elements…
Descriptors: Class Activities, Chemistry, Middle School Students, High School Students
Antonacci, David M.; Modaress, Nellie – AACE Journal, 2008
Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these…
Descriptors: Educational Games, Technological Advancement, Computer Simulation, Computer Uses in Education
Douglass, Carolinda; Henry, Beverly W.; Kostiwa, Irene M. – Educational Gerontology, 2008
The Aging Game, a simulation activity, has been used successfully with medical students in the development of empathetic attitudes toward older adults. To date, the Aging Game has not been used extensively with allied health students. It has been viewed as too costly, time-consuming and labor-intensive. The purpose of this study was to examine the…
Descriptors: Allied Health Occupations Education, Simulation, Educational Games, Aging (Individuals)
Ang, Chee Siang; Rao, G. S. V. Radha Krishna – International Journal on E-Learning, 2008
The purpose of this study is to evaluate computer game theories for educational software. We propose a framework for designing engaging educational games based on contemporary game studies which includes ludology and narratology. Ludology focuses on the study of computer games as play and game activities, while narratology revolves around the…
Descriptors: Play, Educational Games, Learning Motivation, Computer Software

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