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Peer reviewedKeutzer, Carolin S. – Teaching of Psychology, 1993
Describes the use of the board game, Jeopardy, in a college level abnormal psychology course. Finds increased student interaction and improved application of information. Reports generally favorable student evaluation of the technique. (CFR)
Descriptors: Course Content, Course Descriptions, Course Evaluation, Curriculum Design
Peer reviewedBolt, Brian R. – Journal of Teaching in Physical Education, 1998
Investigated whether cognitive growth would occur among preservice physical educators in an elementary educational games class that used case discussions as a teaching method. Data from interviews, transcripts of case discussions, and participants' written reflections on lesson episodes revealed cognitive growth via an improved general propensity…
Descriptors: Case Method (Teaching Technique), Case Studies, Cognitive Development, Discussion (Teaching Technique)
Peer reviewedKlassen, Johanna; Drummond, Damon – International Journal of Educational Technology, 2000
Describes and evaluates the design and development of an interactive multimedia simulation package for management education called Business Simulation which combines the concepts of case study methods with business simulation games. It is designed to provide students with skills-based training in human resources management, particularly…
Descriptors: Administrator Education, Business Administration Education, Case Method (Teaching Technique), Computer Simulation
Halverson, Richard – Innovate: Journal of Online Education, 2005
Schools have much to learn from video games and the gaming community. By providing compelling activities for motivating otherwise indifferent learners, video games can potentially help teachers improve the design of learning environments. However, there are considerable rhetorical and practical barriers between the schooling and gaming communities…
Descriptors: Video Games, Elementary Secondary Education, Learning Strategies, Educational Games
Squire, Kurt – Innovate: Journal of Online Education, 2005
Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire…
Descriptors: Electronic Learning, World History, Activity Units, Video Games
Chalup, Stephan K.; Mellor, Drew; Rosamond, Fran – Computer Science Education, 2005
Hex is a challenging strategy board game for two players. To enhance students' progress in acquiring understanding and practical experience with complex machine intelligence and programming concepts we developed the Machine Intelligence Hex (MIHex) project. The associated undergraduate student assignment is about designing and implementing Hex…
Descriptors: Undergraduate Students, Student Attitudes, Programming, Questionnaires
White, Heather – SchoolArts: The Art Education Magazine for Teachers, 2006
In this article, the author describes how she maintains student interest with the use of advanced technology. The author is currently using an assessment tool in her classroom--the Classroom Performance System (CPS)--that actually brings cheers from her students. The CPS provides an objective way to measure student understanding by using…
Descriptors: Classroom Techniques, Multiple Choice Tests, Educational Technology, Cooperative Learning
Sulzman, Elizabeth W. – Journal of Natural Resources and Life Sciences Education, 2004
An optional 1-credit recitation course was developed to supplement a traditionally taught 4-credit lecture-plus-laboratory course in soil science at Oregon State University. Popular, competitive games that would be familiar to students were revised to be "soils-based" and were employed in the recitation class. These games were seen as a…
Descriptors: Science Curriculum, Soil Science, Lecture Method, Comparative Analysis
Tüzün, Hakan; Arkun, Selay; Bayirtepe-Yagiz, Ezgi; Kurt, Funda; Yermeydan-Ugur, Benlihan – Journal of Educational Technology, 2008
In this study, researchers evaluated the usability of game environments for teaching and learning about mathematical functions. A 3-Dimensional multi-user computer game called as "Quest Atlantis" has been used, and an educational game about mathematical functions has been developed in parallel to the Quest Atlantis' technical and…
Descriptors: Computer Games, Educational Games, Program Evaluation, Instructional Effectiveness
Commonwealth of Learning, 2008
"Education for a Digital World" contains a collection of strategies and tools for effective online teaching, based on the principles of learning as a social process. Narrative is supplemented by real-life examples, case studies, and resources to supply comprehensive perspectives about structuring and fostering socially engaging learning…
Descriptors: Educational Strategies, Learning Problems, Instructional Design, Management Systems
Block, Cathy Collins, Ed.; Parris, Sheri R., Ed. – Guilford Publications, 2008
Now in a substantially revised and updated second edition, this comprehensive professional resource and text is based on cutting-edge research. In each chapter, leading scholars provide an overview of a particular aspect of comprehension, offer best-practice instructional guidelines and policy recommendations, present key research questions still…
Descriptors: Constructivism (Learning), Reading Comprehension, Reading Research, Global Approach
Browne, Ann – Paul Chapman Publishing, 2007
In this book, Ann Browne draws on research findings and good practice to provide practical and guidance about working with young children aged 3-5 years in nursery and reception classes. The author covers all of the key theoretical issues, providing a wealth of classroom examples. Practical suggestions for activities and resources include ways of…
Descriptors: Book Reviews, Textbook Content, Teaching Guides, Learning Modules
Brown, James G. – Social Education, 2007
The "Darfur is Dying" website was the winning entry of a contest called Darfur Digital Activist, launched by MTV's 24-hour college network (mtvU). The site describes the winning game as "a narrative-based simulation where the user negotiates forces that threaten the survival of his or her refugee camp. It offers a faint glimpse of what it is like…
Descriptors: Death, Primary Sources, Technology Uses in Education, Computer Simulation
Kaye, Peggy – 1995
This book of games for children from kindergarten to third grade offers parents ways to help their children become skilled and enthusiastic writers. The book provides instructions for parents to direct their children in easy-to-play educationally useful games, most requiring few or no materials. The book includes such activities as having children…
Descriptors: Childrens Games, Childrens Writing, Educational Games, Learning Motivation
Dana, Nancy Fichtman; Westcott, Laurie – 1995
Strategies for promoting reflection in prospective early childhood teachers are summarized. Each strategy was field tested and documented in the course "The Development and Administration of Child Service Programs," which was team taught during the summers of 1994 and 1995 at The Pennsylvania State University. About 30 students enrolled…
Descriptors: Case Studies, Child Development Centers, Child Development Specialists, Early Childhood Education

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