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Peer reviewedTrotter, Terrel, Jr. – Mathematics Teaching in the Middle School, 1998
Presents a game along with several variations involving three players using three-digit numbers to help students improve their number sense on decimal numbers and fractions. (ASK)
Descriptors: Calculators, Decimal Fractions, Educational Games, Educational Technology
Cassidy, T. K. – Library Talk, 2000
Describes how to incorporate a game into teaching the Dewey decimal system to elementary students in grades three, four, and five. Provides ideas for a nine-week session that includes five weeks of instruction on the Dewey decimal system, card catalog, and Boolean searching; and four weeks of competition. (LRW)
Descriptors: Card Catalogs, Competition, Dewey Decimal Classification, Educational Games
Margolis, Jesse L.; Nussbaum, Miguel; Rodriguez, Patricio; Rosas, Ricardo – Computers and Education, 2006
Many school systems, in both the developed and developing world, are implementing educational technology to assist in student learning. However, there is no clear consensus on how to evaluate these new technologies. This paper proposes a comprehensive methodology for estimating the value of a new educational technology in three steps: benefit…
Descriptors: Foreign Countries, Grade 2, Video Games, Educational Technology
Alexander, Joyce M.; Johnson, Kathy E.; Leibham, Mary E.; DeBauge, Christiane – Learning & Individual Differences, 2005
Thirty kindergarten children from two classrooms participated in a 3-week curricular unit on dinosaurs designed to teach taxonomic relations and distinguishing features aligned with 15 dinosaur species. Both domain-specific learning and strategic performance on a Twenty Questions game were assessed twice throughout the curriculum, as well as…
Descriptors: Paleontology, Kindergarten, Metacognition, Intelligence
Purushotma, Ravi – Language Learning & Technology, 2005
As often as language teachers lecture about the importance of continual practice to adolescent learners, the dullness of homework exercises designed primarily to be educational has difficulty competing with popular media designed solely to be entertaining. Recently, numerous attempts have been made to develop "edutainment" titles that seek to…
Descriptors: Video Games, Student Motivation, Educational Technology, Second Language Instruction
Bottino, Rosa Maria; Ott, Michela – Learning, Media & Technology, 2006
This paper reports on a pilot research project aimed at helping to develop some strategic and reasoning abilities in primary school pupils by engaging them in educational itineraries based on the use of a number of computer mind games. The paper briefly describes the project's aims and organization, the kind of games used and the working…
Descriptors: Learning Activities, Class Activities, Thinking Skills, Elementary School Students
McNeill, Michael C.; Fry, Joan M.; Wright, Steven C.; Tan, Clara W. K.; Rossi, Tony – Physical Education and Sport Pedagogy, 2008
Background: A paradigm shift in educational policy to create problem solvers and critical thinkers produced the games concept approach (GCA) in Singapore's Revised Syllabus for Physical Education (1999). A pilot study (2001) conducted on 11 primary school student teachers (STs) using this approach identified time management and questioning as two…
Descriptors: Student Teachers, Elementary Schools, Secondary Schools, Physical Education Teachers
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Ethnicity, Educational Games, Specialists
New Media Consortium, 2007
With the release of the fourth edition in the annual "Horizon Report, the New Media Consortium (NMC) has undertaken a concerted, international effort to describe a research agenda and call to scholarship based on the six practices and technologies featured in the report. The community was invited to participate in this process, contribute to the…
Descriptors: Higher Education, Educational Games, Research Needs, Scholarship
de Byl, Penny; Taylor, Janet – Online Submission, 2007
This paper explores the Web 2.0 ethos with respect to the application of pedagogy within 3D online virtual environments. 3D worlds can create a synthetic experience capturing the essence of "being" in a particular world or context. The AliveX3D platform adopts the Web 2.0 ethos and applies it to online 3D virtual environment forming a Web…
Descriptors: Internet, Web Based Instruction, Computer Uses in Education, Learning Experience
American Animal Welfare Foundation, St. Paul, MN. – 1993
This document consists of a teacher guide and a student guide to an educational simulation game that provides students with an opportunity to examine the relationship between humans and animals, and to explore the roles that animals play in daily life. The teaching technique employed is a student-centered process in which students work…
Descriptors: Agriculture, Animals, Educational Games, Environment
Kolson, Kenneth – 1994
This research paper presents an analysis of the computer simulation, SimCity, used for an urban city planning class. The data were gathered by actual use of the simulation and an electronic mail network was employed to secure impressions from users of the simulation. SimCity (developed by Maxis) provides the player with rules of human factors,…
Descriptors: City Government, Community Planning, Computer Simulation, Educational Games
Manitoba Dept. of Education and Training, Winnipeg. – 1995
This booklet consists of 220 questions about Native North Americans and Metis people that can be used as learning activities for elementary and secondary school students. Suggestions for using the questions include playing games in pairs or teams, locating resources to find answers to questions, playing trivia games and board games, and using…
Descriptors: American Indian Culture, American Indian Education, American Indian History, American Indians
Kaye, Peggy – 1991
This book provides parents with more than 70 original, entertaining, and educational ways to help their children master crucial learning skills--each game takes just 10 minutes or less from start to finish. The games presented in the book cover all the important areas of the primary school curriculum: reading, writing, spelling, mathematics,…
Descriptors: Childrens Games, Educational Games, Language Arts, Learning Activities
Conlon, Rose; And Others – 1995
One of a series of workplace education modules, this module includes assessment instruments and classroom activities for teaching English as a Second Language (ESL) in the workplace. First, an overview is provided, describing issues unique to teaching ESL in the workplace. Five levels of difficulty are then described for module activities (i.e.,…
Descriptors: Adult Basic Education, Class Activities, Curriculum Development, Educational Games

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