Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Adult Students | 2 |
| Case Studies | 2 |
| Computer Games | 2 |
| Computer Simulation | 2 |
| Constructivism (Learning) | 2 |
| Educational Games | 2 |
| Educational Technology | 2 |
| Teaching Methods | 2 |
| Adolescents | 1 |
| Adult Learning | 1 |
| Animation | 1 |
| More ▼ | |
Source
| IAP - Information Age… | 1 |
| IGI Global | 1 |
Publication Type
| Books | 2 |
| Collected Works - General | 2 |
| Reports - Evaluative | 1 |
Education Level
| Adult Education | 2 |
| Elementary Secondary Education | 2 |
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Elementary Education | 1 |
| Grade 4 | 1 |
| Grade 7 | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
| Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning

Direct link
