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Coleman, Jeanine – Teacherlink, 1999
Aims to help children understand difficult concepts according to their own particular learning styles and to keep students learning while maintaining their interest in and excitement about mathematics. Presents everyday mathematics games for students at every ability level to practice important mathematical skills. (ASK)
Descriptors: Arithmetic, Cognitive Style, Educational Games, Elementary Education
Peer reviewedQuinn, Anne Larson; Koca, Robert M., Jr.; Weening, Frederick – Mathematics Teacher, 1999
Describes students' investigative work that resulted from playing the game Set in an attempt to show how such games can be used to develop mathematical reasoning. (ASK)
Descriptors: Abstract Reasoning, Educational Games, Mathematics Activities, Mathematics Instruction
Peer reviewedSakshaug, Lynae – Teaching Children Mathematics, 1999
Presents answers to the problem appearing in the January, 1999 Problem Solvers section of this journal, which was a strategy game called "Take Two" in which two players played by placing seven chips in a row and removing one or two chips each turn. (ASK)
Descriptors: Educational Games, Elementary Education, Elementary School Mathematics, Mathematics Activities
Fox, Kathleen – School Library Media Activities Monthly, 2004
Past research has indicated that children become active learners by "active play" which may include board games. In this article, the author describes how the use of games in school libraries may make children more responsive to the school library media center. Games encourage teamwork and creativity, and experts believe that children retain…
Descriptors: Library Services, Cooperative Learning, School Libraries, Library Role
Peer reviewedBrokaw, Alan J.; Merz, Thomas E. – Journal of Economic Education, 2004
The authors describe a game that students can play on the first day of a game theory class. The game introduces the 4 essential elements of any game and is designed so that its sequel, also played on the first day of class, has students playing the well-known Monty Hall game, which raises the question: Should you switch doors? By implementing a…
Descriptors: Probability, Interaction, Play, Active Learning
Paul, Stephen T.; Messina, John A.; Hollis, Alma M. – Teaching of Psychology, 2006
We developed a computerized game designed around principles shown to improve classroom performance and experience: multimedia, practice testing, vivid instructional techniques, and in-class participation. Students compete as 2 teams, and the game plays like Jeopardy meets Hollywood Squares with learning outcomes. Our evaluation indicated that the…
Descriptors: Psychology, Computers, Classroom Techniques, Evaluation
Peer reviewedLewis, Tom – Teaching Children Mathematics, 2005
Students in the classroom should be provided with engaging activities for improving their computational fluency, making effective use of time, and as a medium of self-motivation. Games such as Contig, the 24 Game, and Number Jumbler are useful for practicing basic facts and computational fluency of mathematics.
Descriptors: Computation, Mathematics Skills, Educational Games, Mathematics Instruction
Francis, Paul – Astronomy Education Review, 2005
Since 1998, I've been experimenting with the use of role-playing games to teach astronomy. Students play the role of competing teams of researchers, racing to solve some astrophysical mystery. In this article, I review what has been learned from using these games around the world over the last eight years. The most common problem encountered is a…
Descriptors: Astronomy, Role Playing, Science Instruction, Educational Games
Johnson, Tyler G.; Darst, Paul W.; Brusseau, Timothy A. – Journal of Physical Education, Recreation & Dance (JOPERD), 2006
A quality physical education program is one in which students are exposed to and can participate in a variety of sports and activities. One activity that is increasing in popularity in and outside of physical education is the game of "Ultimate." Opportunities to play Ultimate are increasing rapidly in intramural programs and community and…
Descriptors: Physical Education, Play, Teaching Methods, Educational Games
Evans, Michael A.; Wang, Feihong – Journal of Educational Technology, 2008
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Descriptors: Educational Technology, Virtual Classrooms, Academic Achievement, Technology Uses in Education
Mongillo, Gerri – Journal of Educational Technology, 2008
The main purpose of this qualitative study was to determine the influence of participation in educational games on cognition and attitudes of seventh-grade students. Student attitude towards learning scientific language and concepts during gameplay was examined. This study was conducted in a seventh-grade science classroom in a North Eastern (USA)…
Descriptors: Play, Computer Games, Educational Games, Technology Uses in Education
Matsuda, Toshiki – Online Submission, 2008
NIER (National Institute of Educational Research, 2004) survey revealed that the most common attitude of Japanese high school students to mathematics is that "it is not useful in daily life but must be learnt for entrance examinations". It was also clarified that only 3.2 percent of mathematics teachers use computers in their classes.…
Descriptors: Cognitive Processes, Mathematics Teachers, Mathematics Instruction, Mathematics Education
Munyofu, Mine – ProQuest LLC, 2008
The purpose of this study was to examine the instructional effectiveness of different levels of chunking (simple visual/text and complex visual/text), different forms of feedback (item-by-item feedback, end-of-test feedback and no feedback), and use of instructional gaming (game and no game) in complementing animated programmed instruction on a…
Descriptors: Feedback (Response), Animation, Comprehension, Educational Objectives
Boucquey, Thierry; Flores, Karina; Kramer, Julia; McPherson, Laura; Pettit, Maggie; Silverstein, Hana; Tjuanakis, Emily – Eye on Education, 2007
Stimulating, engaging, and effective, the games and activities in this book offers students alternatives to learning by rote or performing drills. This book makes it easy for teachers to develop their linguistic functions through active learning. The specific skills and vocabulary taught in each game or activity is highlighted, as are the…
Descriptors: Drills (Practice), Rote Learning, Active Learning, Educational Games
McDougall, Julian – Learning, Media and Technology, 2007
This article presents findings from research exploring the intervention made by the introduction of computer games as an object of study in Media Studies at AS level in England. The outcome is a range of discursive data in the form of teachers and students from two English colleges talking about their experiences of this curriculum encounter. This…
Descriptors: Foreign Countries, Play, Educational Games, Multimedia Materials

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