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Shelly, Ann – 1972
A game designed to introduce elementary and middle school students to the primary election process and its operational elements through simulation and role playing activities is presented in this document. A hypothetical town of Notae which has been controlled by one political party for years without resulting change is described. Issues in the…
Descriptors: Civics, Class Activities, Educational Games, Elections

Fantuzzo, John W.; And Others – American Journal of Mental Deficiency, 1986
A social skills training program, with the components of individualized performance standards, response-specific feedback, self-monitoring, and group rewards, was conducted with three mildly retarded black mothers identified as child maltreaters. The game contingencies effectively increased the mothers' ability to identify the most effective…
Descriptors: Behavior Change, Black Mothers, Child Abuse, Educational Games

Clark, Carolyn Chambers – Nurse Educator, 1976
Defines simulation gaming and differentiates it from role playing. The author suggests that educators need to be aware of its advantages and disadvantages and to know how to evaluate the potential effectiveness of a particular simulation game. An example simulation game is provided, with guidelines for developing more simulation games in nursing.…
Descriptors: Allied Health Occupations Education, Educational Games, Educational Media, Educational Objectives

Villani, Sergio – Canadian Modern Language Review, 1977
An experimental "oral survival" French course is described. Role playing, discussions of reading assignments, a taped mystery thriller and educational games were used to force students to speak French and to lose their inhibitions against speaking. Testing showed students' French speaking ability to be much improved. (CHK)
Descriptors: Communicative Competence (Languages), Discussion (Teaching Technique), Educational Games, French

Scarbrough, D. R. – English Language Teaching Journal, 1981
Presents the idea that the teacher who constructs a learning program for a particular group of learners which is filled with materials and activities that stimulate deep personal feelings, making it possible for individuals to express personal reactions, achieves something close to true individualization. (Author)
Descriptors: Class Activities, Educational Games, Individualized Instruction, Instructional Materials

Sheets, Janet – RSR: Reference Services Review, 1998
Discusses training for student assistants in academic libraries, reviews the literature on role playing, and describes "The Reference Game," a role-playing exercise used to train reference student assistants at Baylor University (Texas). Description notes participant roles, preparation, rules of the game, typical questions, and…
Descriptors: Academic Libraries, College Students, Educational Games, Higher Education

Brozik, Dallas; Zapalska, Alina – Social Studies, 1999
Contends that active learning allows students to become involved in learning by exploring issues and ideas under the guidance of the instructor. Describes the Market Game as an example of active learning that is an interactive game that simulates the behavior of a competitive market. Explores the students' reactions to the game. (CMK)
Descriptors: Active Learning, Economics, Economics Education, Educational Games
Alden, Lori – Social Studies, 2005
In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…
Descriptors: Advanced Placement, Economics Education, Educational Games, Teaching Methods
Hostrop, Richard W. – 1988
This book presents simulation activities for significant events in U.S. history from 1787-1868. Intended for student involvement, the simulations require student research and practice in order to carry out the designated roles. The simulation and role play serve to involve the students actively in their learning, using both the affective and…
Descriptors: Conflict Resolution, Educational Games, High Schools, History Instruction
Wolf-Manfre, Eva – 1993
This document includes games and activities for the German as a foreign language class. There are games designed to help students get to know one another, games to help develop vocabulary skills and grammar, and activities for role playing. A list of references and resources is included as well as an index to abbreviations and symbols. (AB)
Descriptors: Class Activities, Classroom Techniques, Educational Games, German
Brown, Mary C. – 1985
"Tell-A-Phone" is a role-play game which involves language-impaired children in executing or answering telephone calls, in order to learn to use language effectively in a social context. The game format establishes a setting for increasing use of skills in the areas of semantics, syntax, morphology, and phonology. The clinician directs or modifies…
Descriptors: Articulation Impairments, Communication Skills, Educational Games, Elementary Education
Evans, David R. – 1979
The games and simulations presented in this monograph represent an appropriate technology for the literacy instructor to use with adult students as a stimulus for discussion and analysis and as a motivational technique. Chapters in this monograph present reasons to use games and simulations, explanations of what games and simulations are,…
Descriptors: Adult Basic Education, Adult Reading Programs, Educational Games, Educational Media
Finseth, Katherine – 1971
Two games for introducing population-related concepts and understandings into the junior-senior high school curriculum are described in this document. Planafam I is a card game which utilizes role-play techniques. A primary purpose is to increase the student's personal awareness of social norms and biological constraints in fertility behavior.…
Descriptors: Class Activities, Contraception, Cultural Awareness, Educational Games

Sanders, Carol – English Language Teaching Journal, 1977
Use of classroom improvisations and role-playing can help the second language learner speak quickly, naturally, and spontaneously. The technique is discussed and illustrated. (CHK)
Descriptors: Audiolingual Skills, Class Activities, Classroom Techniques, Educational Games

Rubenstein, Rheta N. – Mathematics Teaching in the Middle School, 1996
Describes the function game, or input-output game, and its benefits. One person is the computer and thinks of a rule. Classmates give input values and the computer gives the corresponding output. The object is to guess the rule. Benefits include the use of mental mathematics, problem solving, communication opportunities, and fostering key ideas,…
Descriptors: Class Activities, Computer Science Education, Cooperative Learning, Educational Games