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Lynch, Martin A.; Tunstall, Richard J. – Simulation & Gaming, 2008
A growing body of evidence suggests that relevant, well-designed simulations can make a valuable contribution to students' experiences in training and education and go some way toward meeting the expectations of students who have grown up with immersive, computer-mediated games. Within universities, many barriers exist that may prevent the…
Descriptors: Creativity, Educational Philosophy, Partnerships in Education, Educational Games
Wieland, Kristina – ProQuest LLC, 2010
Students benefit from collaborative learning activities, but they do not automatically reach desired learning outcomes when working together (Fischer, Kollar, Mandl, & Haake, 2007; King, 2007). Learners need instructional support to increase the quality of collaborative processes and individual learning outcomes. The core challenge is to find…
Descriptors: Foreign Countries, Learning Processes, Cooperative Learning, Teaching Methods
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Valentine, D. Eugene – 1983
The value of a rally, or scavenger hunt, in providing opportunities for second language learning is described. Teams are made up of people who do not speak the same native language. The players then begin the hunt that is designed as a noncompetitive creative language practice through participation exercise. Past experience indicates that the hunt…
Descriptors: Educational Games, Higher Education, Learning Activities, Second Language Instruction
Peer reviewedMcKenzie, Leon – International Journal of Instructional Media, 1975
Descriptors: Conceptual Schemes, Curriculum Development, Educational Games, Instructional Design
Theroux, James M. – Educational Technology, 1975
The research described suggests a new basis of collaboration between TV-radio entertainers and educators. (Author)
Descriptors: Commercial Television, Educational Games, Instructional Innovation, Instructional Materials
Theroux, James M. – Educational Technology, 1975
The research described suggests a new basis of collaboration between TV-radio entertainers and educators. (Author)
Descriptors: Commercial Television, Educational Games, Instructional Innovation, Instructional Materials
Hoffman, Ruth I. – Instructor, 1975
Games of analysis or logical thinking are important reinforcers of various mathematics topics with children, and here the author suggests some games you might use. (Editor/RK)
Descriptors: Educational Games, Learning Processes, Logical Thinking, Mathematical Concepts
Cowan, John – Programmed Learning and Educational Technology, 1974
The writer examines his own initial experiences in gaming and simulation in a search for standard game forms, and concludes that, when these are linked to a classification of objectives, they can be a constructive and useful expression of analysis. (Author)
Descriptors: Behavioral Objectives, Educational Games, Educational Technology, Instructional Innovation
PDF pending restorationPeelle, Howard A. – 1974
The computer programing language APL is used to describe a "learning" game, and the functions developed are generalized to extend to a class of rules. (Author/WH)
Descriptors: Computer Programs, Computer Science, Computers, Educational Games
Anderson, Douglas – 1974
This book, written out of the author's experiences while working with the Poets in the Schools programs in elementary schools in 10 states, contains a large assortment of student poems. It also contains specific tools which teachers may use to help their students learn to write and enjoy poetry. Forty-six chapters contain hints and observations on…
Descriptors: Anthologies, Creative Writing, Educational Games, Elementary Education
Olson, David R.; And Others – 1969
Experiments were devised to determine teacher effectiveness on the basis of ability to communicate, on the assumption that no relevant learning will occur if communication is faulty. A series of communication games involved an encoder (teacher) and decoder (student) to provide tentative answers to the questions: 1) Are there individual differences…
Descriptors: Classroom Communication, Educational Experiments, Educational Games, Teacher Effectiveness
Hurwitz, Abraham B.; Goddard, Arthur – 1969
Over 200 word games to improve a child's English language ability are contained in this book. An introductory section covers the purpose of the games and indicates ways to use them. Adaptable to many levels, the games are grouped into four sections--games with rhymes, vocabulary-building games, alphabet and spelling games, grammar and sentence…
Descriptors: Educational Games, English, Grammar, Language Skills
Entwisle, Doris R.; And Others – 1970
The game "Giant Steps" was described. It was designed to aid children in the semantic development of verbs. The purpose of the experimental evaluation was to determine whether playing the game actually did influence the associative structure of those verbs and adverbs that are "guessed" words in the game. Third graders from two classrooms in an…
Descriptors: Educational Games, Grade 3, Language Research, Semantics
Wigderson, Harry I. – 1968
Simulation games are a recent innovative technique that can be used in the classroom. In the past these games have been used by the military, by industry, and by social scientists. Simulation emphasizes the inquiry approach to learning. Each student is an independent and individual learner who can interact with others and react to different…
Descriptors: Educational Games, Educational Innovation, Games, Management Games

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