Publication Date
| In 2026 | 0 |
| Since 2025 | 236 |
| Since 2022 (last 5 years) | 1208 |
| Since 2017 (last 10 years) | 2930 |
| Since 2007 (last 20 years) | 5051 |
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 | 86 |
| 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 |
Peer reviewedAlden, Lori – Social Studies, 2004
As they work to master the supply-and-demand model, high school economics students spend considerable time studying competitive markets for such goods as wheat, apples, and corn. They usually spend less time studying markets for labor. That is a shame, because high school students have a vital interest in understanding why some jobs pay more than…
Descriptors: Labor Market, Economics Education, Educational Games, High Schools
Easley, Dauna – Techniques: Connecting Education and Careers, 2004
The author of "Teachers Touch Eternity," who is also a popular speaker as well as an Association for Career and Technical Education (ACTE) member, shares some of her classroom tips for teachers as part of this back-to-school issue. Some of her recommendations include: (1) be enthusiastic; (2) make the classroom inviting; (3) create a positive…
Descriptors: Classroom Techniques, Classroom Environment, Reading Aloud to Others, Cognitive Style
Vandergriff, Donald E. – Performance Improvement, 2006
In today's arena of military transformation, the newest bandwagon everyone is jumping on is "reform military education." This comes about in light of the complex problems faced by Army leaders in Afghanistan and Iraq. The Army's education and training doctrine was developed to deal with second-generation or industrial war. The existing system did…
Descriptors: Educational Change, Military Training, Educational Games, Decision Making
Kontos, George; Mizell, Al P. – TechTrends: Linking Research & Practice to Improve Learning, 2005
"Students Around the world exchanging over the phone" (SAXophone) was the result of a collaboration among educators from Sweden, New York and Florida to allow students from participating schools experience compressed videoconferencing with other students from across the world. After several years of participating in the regular SAXophone events,…
Descriptors: Educational Games, Interactive Video, Educational Technology, Instructional Effectiveness
Early Childhood Today, 2006
Young children are fascinated by how things "work." They are at a stage of development where they want to experiment with the many ways to use an object or take things apart and put them back together. In the process of exploring tools and machines, children use the scientific method and problem-solving skills. They observe how things work, wonder…
Descriptors: Young Children, Experiments, Scientific Concepts, Problem Solving
Maxwell, D. Jackson – Library Media Connection, 2005
Kid's Stuff game will introduce students, parents, teachers and educators to authors and illustrators who have consistently created books for children and young adults that are of superior quality and interest. The research-base games for use in library media center, classroom and at home game also helps students learn to use computer card catalog…
Descriptors: Young Adults, Library Services, Childrens Literature, Authors
Peer reviewedPickhardt, Michael – Journal of Economic Education, 2005
The author extends the work of Holt and Laury (1997) on a simple noncomputerized card game for teaching the essential aspects of public goods theory. He suggests a course of several lectures and discusses the behavior of subjects in various game sessions. Among other things, the results provide experimental evidence with respect to the private…
Descriptors: Behavior Patterns, Economics Education, Educational Games, Teaching Methods
Foreman, Joel; Aldrich, Clark – Innovate: Journal of Online Education, 2005
This article presents an interview with Clark Aldrich, whose expertise as an "e-learning guru" (one of three identified by "Fortune" magazine in November 2000) rests on substantial foundations: his service as the Gartner Group research director who initiated and developed the firm's e-learning coverage, his leadership of the world class team that…
Descriptors: Electronic Learning, Simulation, Educational Games, Games
Kiili, K. – Internet and Higher Education, 2005
Students increasingly demand more constructive online courses that not only provide information but also facilitate studying experiences. Educational games offer a viable strategy to this end. In this paper, the experiences of university students (n=18) playing an educational game, IT-Emperor, which was designed to facilitate flow experience, are…
Descriptors: Educational Games, Online Courses, Information Technology, Higher Education
O'Brien, Thomas; Barnett, Judy – Mathematics Teaching, 2003
One of the major characteristics of mathematics is that one can derive new information from old information with logical certainty. The fancy word for deriving information is inference. The elementary school and secondary school years are the time for the construction of logical operations and the development of tactics and skills which are at…
Descriptors: Inferences, Mathematics Instruction, Grade 6, Teaching Methods
Pettersen, Nancy-Laurel – Teaching English in the Two-Year College, 2006
This article describes two strategies for grounding grammar instruction in students' lifelong experience as users of language. Students develop their ability to analyze language in the proofreading activity. In both cases, students participate as active decision-makers in the process of analyzing conventions of language use. (Contains 1 note.)
Descriptors: Grammar, English Instruction, Teaching Methods, Class Activities
Reeves, Charles A.; Gleichowski, Rosemarie Reeves – Mathematics Teaching in the Middle School, 2007
Middle school teachers realize the value of students playing games in mathematics classes if those games emphasize problem-solving strategies, algebraic reasoning, or spatial sense. This article describes various versions of the traditional game of nim and shows how working backward can be used to find a winning strategy. The link is then made…
Descriptors: Algebra, Educational Games, Teaching Methods, Mathematics Instruction
Damron, Rebecca L.; Halleck, Gene B. – Simulation & Gaming, 2007
This article describes the process of creating training data for a game developed to promote cross-cultural competence among students studying in a culture different from their own. The process of creating game cards (known as culture assimilators) begins with the collection of reports of intercultural misunderstandings. This phase of data…
Descriptors: Feedback (Response), Cross Cultural Training, Educational Games, Program Descriptions
Seidler, Rachael D. – Learning & Memory, 2007
Two important components of skill learning are the learning process itself (motor acquisition) and the ability to transfer what has been learned to new task variants (motor transfer). Many studies have documented age-related declines in the ability to learn new manual motor skills. In this study, I tested whether the degree of savings at transfer…
Descriptors: Transfer of Training, Feedback, Learning Disabilities, Aging (Individuals)
Lennon, Jeffrey L.; Coombs, David W. – Health Education, 2007
Purpose: The purpose of this study is to test the effectiveness of an educational board game for increasing knowledge, positive attitudes-beliefs, and self-efficacy for dengue prevention in a sample of Philippine school children and adolescents. Effective board games are more advantageous than lectures because they are adaptable, inexpensive and…
Descriptors: Health Education, Educational Games, Self Efficacy, Lecture Method

Direct link
