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Houle, Amanda – Change: The Magazine of Higher Learning, 2006
This article describes the author's experiences as a student participating in a general education program called "Reacting to the Past," in which college students play elaborate games set at pivotal moments in the past, their roles informed by great texts. She found that the experience of reenacting pivotal historical moments produced an intensely…
Descriptors: General Education, History Instruction, Educational Games, Role Playing
Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James – Journal of Adolescence, 2006
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…
Descriptors: Video Games, Educational Games, Team Sports, Athletes
Peer reviewedEckel, Catherine; McInnes, Melayne Morgan; Solnick, Sara; Ensminger, Jean; Fryer, Roland; Heiner, Ronald; Samms, Gavin; Sieberg, Katri; Wilson, Rick – Journal of Economic Education, 2005
The authors describe a classroom game that introduces the concept of compensating wage differentials by allowing students to negotiate over the assignment of jobs and wages. Two jobs are designed so that neither job requires special skills, but one is significantly more unpleasant than the other. By varying the job titles and duties, students can…
Descriptors: Wages, Safety, Labor Economics, Labor
Peer reviewedWoltjer, Geert B. – Journal of Economic Education, 2005
For many students macroeconomics is very abstract; it is difficult for them to imagine that the theories are fundamentally about the coordination of human decisions. The author developed a simulation game called Steer the Economy that creates the possibility for students to make the decisions of the firms that are implicit in macroeconomic models.…
Descriptors: Macroeconomics, Educational Games, Economics Education, Computer Simulation
Griffin, Michael R.; Johnson, Romona; Thomas, Jessica; Spell, Melissa; Popham, John; Croft, Brent; Umpleby, Albert; Verbel, Eric – Teaching Elementary Physical Education, 2005
Disc activities are an excellent elementary content area for both skill and fitness enhancement. They may occur through progressive skill and drill practice, small sided-game examples, modifications of traditional disc activities appropriate to large groups, and with adjustments designed to increase activity and fitness levels. For games in this…
Descriptors: Physical Education, Physical Fitness, Elementary School Students, Physical Activities
McLester, Susan – Technology & Learning, 2005
When one considers it was only 10 or so years ago that some experts were questioning the appropriateness of multimedia and other "frills" as learning tools, it's not surprising that the idea of using games as a core instructional resource remains controversial. But in an age in which major corporations and the U.S. military are relying on…
Descriptors: Technology Uses in Education, Video Games, Educational Environment, Learning Experience
Kytta, Marketta; Kaaja, Mirkka; Horelli, Liisa – Environment and Behavior, 2004
This exploratory study examines ho wan Internet-assisted design game succeeds in bringing forth children's own visions for the environment where they live and their definitions of a good environment. Two connected concepts in environmental psychology, the theory of person-environment fit and the concept of affordances, are applied in the analysis…
Descriptors: Foreign Countries, Internet, Educational Games, Gender Differences
Herbst, Patricio; Gonzalez, Gloriana; Macke, Michele – Mathematics Educator, 2005
This article discusses how a teacher can prepare the terrain for students to understand what it means to define a figure. Drawing on writings from mathematicians and mathematics educators on the role of definitions in mathematics, the authors argue that students develop a greater appreciation for the conciseness of a mathematical definition if…
Descriptors: Geometry, Mathematics Instruction, Mathematical Concepts, Definitions
Benek-Rivera, Joan; Mathews, Vinitia E. – Journal of Management Education, 2004
Nontraditional instructional methods facilitate active learning by students. The "Jeopardy" exercise outlined in this article is based on the popular television game show and is presented as an active learning technique designed to (a) motivate students to actively participate in class and assume more responsibility for learning, (b) provide an…
Descriptors: Active Learning, Teaching Methods, Educational Games, Review (Reexamination)
Smith, David Ryan – Physics Education, 2003
"Voyager" is an educational card game involving scientific satellites, developed for use in schools with children aged 9 to 13 years. The idea of the game is to improve pupils' knowledge about the large number of scientific satellites there are in space in a fun way, while also practising numeracy skills. Several copies of the game were…
Descriptors: Astronomy, Science Instruction, Teaching Methods, Satellites (Aerospace)
Gough, John – Australian Primary Mathematics Classroom, 2004
Sometimes the first step towards making a new (mathematics) game is discovering an unexpected possibility in some hitherto unplayed-with piece of equipment. At other times the first step is inventing new equipment. But rarely is any "new" idea for a game wholly original, either as a way of playing a game, or in its equipment. As…
Descriptors: Educational Games, Alphabets, Orthographic Symbols, Reading Instruction
Cavanagh, Sean – Education Week, 2004
Tribal leaders in Cherokee established the payment program known as the "per capita". All enrolled members of the Eastern Band of the Cherokee--adults and children alike--receive yearly sums. Upon graduation, students from the tribal-run school system are eligible to receive lump-sum payments, with the amount $36,967.78 per person. The money comes…
Descriptors: Young Adults, Educational Games, High School Students, American Indians
Prayaga, Lakshmi; Coffey, John W. – Journal of Educational Technology, 2008
Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics,…
Descriptors: Computer Games, Educational Games, Thinking Skills, Critical Thinking
Kafai, Yasmin B., Ed.; Heeter, Carrie, Ed.; Denner, Jill, Ed.; Sun, Jennifer Y., Ed. – MIT Press (BK), 2008
Ten years after the groundbreaking "From Barbie to Mortal Kombat" highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in "World of…
Descriptors: Foreign Countries, Expertise, Play, Topography
Gallová, Mária, Ed.; Guncaga, Ján, Ed.; Chanasová, Zuzana, Ed.; Chovancová, Michaela Moldová, Ed. – Online Submission, 2013
Purpose: The purpose of this scientific monograph is to show new and creative approaches to different school subjects in primary and secondary level. Methodology: Interdisciplinary and international comparative approaches were used. Now according to the 7th Framework Program, the preferred form of Science Education (www.scientix.eu) is preferred…
Descriptors: Elementary Secondary Education, Interdisciplinary Approach, Intellectual Disciplines, Comparative Analysis

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