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Dickey, Michele D. – Educational Technology Research and Development, 2006
The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in…
Descriptors: Instructional Design, Computer Assisted Instruction, Problem Solving, Educational Technology
Williams, Mary; Rask, Hilma – Early Child Development and Care, 2003
This article reports on findings from a research study that set out to identify factors that enable children considered to be able by their teachers to extend and develop their literacy. The data substantiated much that is already known about the significance of preschool home influences on the emergence of literacy. It underlined the importance…
Descriptors: Games, Play, Nursery Rhymes, National Curriculum
Goodnight, Jackson A.; Bates, John E.; Newman, Joseph P.; Dodge, Kenneth A.; Pettit, Gregory S. – Journal of Abnormal Child Psychology, 2006
This study investigated the interactive effects of friend deviance and reward dominance on the development of externalizing behavior of adolescents in the Child Development Project. Reward dominance was assessed at age 16 by performance on a computer-presented card-playing game in which participants had the choice of either continuing or…
Descriptors: Friendship, Rewards, Behavior Development, Adolescents
Summers, Gary J. – Simulation & Gaming, 2004
New technologies are transforming the business simulation industry. The technologies come from research in computational fields of science, and they endow simulations with new capabilities and qualities. These capabilities and qualities include computerized behavioral simulations, online feedback and coaching, advanced interfaces, learning on…
Descriptors: Feedback (Response), Industry, Coaching (Performance), Business Administration Education
Goh, Tiong-Thye; Hooper, Val – Journal of Information Technology Education, 2007
This paper describes the potential use of a mobile phone Short Message Service (SMS) crossword puzzle system to promote interaction through learning activities in a large classroom environment. While personal response systems (PRS) have been used in the classroom environment to foster interaction, it is not an ideal tool with respect to cost and…
Descriptors: Educational Games, Puzzles, Motivation, Information Systems
Franklin, Teresa J. – Journal of Educational Technology, 2008
This paper presents the development of a 3-D virtual environment in Second Life for the delivery of standards-based science content for middle school students in the rural Appalachian region of Southeast Ohio. A mixed method approach in which quantitative results of improved student learning and qualitative observations of implementation within…
Descriptors: Middle School Students, Secondary School Science, Science Education, Computer Simulation
Brown, Harry J. – M.E. Sharpe Inc, 2008
Videogames challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret videogames in the context of human experience and in the field of…
Descriptors: Video Games, Moral Values, Cultural Context, Humanities
Arikan, Arda; Taser, Duygu; Sarac-Suzer, H. Sezgi – Online Submission, 2008
In this study, Turkish EFL students' conceptualization of an effective English language teacher is studied. A survey formerly developed by Yu-Hsin (1999) was adapted and administered to 100 foreign language learners studying at two state universities' English language preparatory schools. Also, participants' written responses were collected to…
Descriptors: Pronunciation, State Universities, Educational Games, Native Speakers
Miller, Margaret B., Comp. – 1996
This bibliography presents annotations of 50 books; 6 kits, games, and software; and 8 videos that deal with multiculturalism. Many of the items in the annotated bibliography present class activities, offer selections of multicultural literature, or discuss other cultures. Most of the books in the annotated bibliography were published between 1991…
Descriptors: Adolescent Literature, Annotated Bibliographies, Books, Childrens Literature
Richardson, Helen W., Ed. – 1995
This yearbook provides teaching strategy topics of general interest to social studies teachers of all grade levels. This first annual yearbook focuses on using social studies to bring the world closer to home. There are 17 papers, including: (1) "Getting Ready for the World" (Angene H. Wilson); (2) "Making Cultural Connections: A…
Descriptors: Cross Cultural Studies, Culture, Educational Games, Elementary Secondary Education
Cornell, Richard; Bailey, Dan – 1996
Virtual Reality (VR) is a new medium which allows total stimulation of one's senses through human/computer interfaces. VR has applications in training simulators, nano-science, medicine, entertainment, electronic technology, and manufacturing. This paper focuses on some current and potential problems of virtual reality and virtual environments…
Descriptors: Appropriate Technology, Cognitive Processes, Computer Games, Computer Interfaces
Developmental Studies Center, Oakland, CA. – 1995
Providing a low-key, nonthreatening way for teachers and parents to build partnerships for kids, this book presents short, concrete activities in English and Spanish to foster communication between teachers and parents and between parents and children. While the activities in the book are designed for grade 1, none of the activities have…
Descriptors: Class Activities, Educational Games, Grade 1, Language Arts
Lindqvist, Gunilla – 1995
Based on Vygotsky's theory amongst others that play reflects different aspects of children's development and culture, this thesis explores in depth how aesthetic activities can influence children's play and the nature of the connections between play and culture, primarily in the aesthetic forms of drama and literature. The thesis also presents…
Descriptors: Aesthetic Values, Child Caregivers, Comparative Analysis, Cultural Influences
Rubin, Janet; Merrion, Margaret – 1995
This book presents sequentially ordered activities designed to foster young children's native creativity. The book is organized in three parts. Part 1: "Unleashing Your Creative Potential," introduces the types of activities found in the body of the book and provides teaching suggestions. Part 2: "Activities, Activities, Activities," gives a…
Descriptors: Creative Activities, Creative Dramatics, Creative Expression, Dramatic Play
Strang, Craig; And Others – 1996
The activities in this guide (for grades 2-4) transport students to the sandy shore, one of the most fascinating ecosystems on the planet. At this ecological juncture a multiplicity of life forms find ways to survive, thrive, and interact with each other. Using a wide variety of learning formats, students explore and deepen their understanding of…
Descriptors: Cooperative Learning, Demonstrations (Science), Ecology, Educational Games

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