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Heller, Carol – Teaching Tolerance, 1993
Explores the ideas of teacher Vivian Paley about social justice in the kindergarten classroom. Reviews her book "You Can't Say You Can't Play." Once kindergartners begin to grapple with questions of rejection and exclusion, Paley extends the debate to older children to encourage schoolwide conversations about justice and democracy. (SLD)
Descriptors: Behavior Patterns, Books, Childrens Games, Educational Change
Learning, 1991
This activity book uses the whole language approach to encourage young readers and prereaders to become critical listeners and viewers by comparing different versions of familiar fairy tales ("The Three Little Pigs" and "Beauty and the Beast"). Class activities, educational games, posters, and student activity pages are…
Descriptors: Childrens Literature, Critical Reading, Directed Reading Activity, Fairy Tales
Peer reviewedHerselman, Marlien E. – Computer Assisted Language Learning, 1999
Reports results of an investigation into how educational computer games can benefit resource-advantaged (RA) and resource-deprived (RD) learners in English second-language teaching at Grade 6 in the primary school in South Africa. (Author/VWL)
Descriptors: Computer Games, Computer Uses in Education, Disadvantaged Youth, Educational Technology
Peer reviewedBrussino, Gabriella; Luciano, Bernadette; Gunn, Cathy – Computer Assisted Language Learning, 1999
Presents the theoretical principles, integration, and final evaluation of a multimedia program tailored for an intermediate Italian language course. The program, designed as a metaphorical journey, contextualizes the themes of the course while bringing the student into contact with real Italian cities and people. Provides a sociocultural context…
Descriptors: Communicative Competence (Languages), Computer Assisted Instruction, Cultural Awareness, Evaluation Methods
Braude, Stan; Corey, Leah M. – Science and Children, 2006
Students are usually quick to draw conclusions about their surroundings. Their generalizations, however, are often based on a single experience or even a story recounted by a friend. An individual's ability to reason inductively improves as he gains more experience in the world. The ability to draw broad conclusions also improves with an…
Descriptors: Grade 6, Probability, Science Fairs, Science Projects
Belka, David – Teaching Elementary Physical Education, 2004
The traditional approach for teaching physical education in early elementary school has emphasized "fun" activities and many low-organized games. For very young children, ages three through about eight years of age, the curricular time that has been used for low-organized and competitive games can be substituted with more developmentally…
Descriptors: Skill Development, Young Children, Physical Education, Preschool Children
Vogel, Jennifer J.; Vogel, David S.; Cannon-Bowers, Jan; Bowers, Clint A.; Muse, Kathryn; Wright, Michelle – Journal of Educational Computing Research, 2006
Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was…
Descriptors: Teaching Methods, Educational Technology, Simulation, Computers
Kadakia, Maya – TechTrends: Linking Research & Practice to Improve Learning, 2005
During the 2004-2005 school year, Maya Kadakia conducted a pilot study of her master's project which focuses on how student engagement is affected by a curriculum that incorporates popular culture. She created a Language Arts unit which incorporates the video game Morrowhid. Maya teaches seventh grade Language Arts and Social Studies at a diverse…
Descriptors: Grade 7, Educational Needs, Video Games, Popular Culture
Pellegrini, Anthony D.; Blatchford, Peter; Kato, Kentaro; Baines, Ed – Social Development, 2004
In this study we described development of boys' and girls' games on the school playground at recess as they progressed across the first year of primary school in London (UK) and Minneapolis (USA) in order to document age-related trends in games during this period and to examine the predictive role of games in children's adjustment to school and…
Descriptors: Elementary School Students, Social Adjustment, Developmental Tasks, Longitudinal Studies
Lias, Sarah; Thomas, Colin – Primary Science Review, 2003
The authors use digital photographs to help children recall "key events" in a practical activity--those moments that provide rich learning opportunities. The captured images of particular events helped the children to recall what they were doing at a particular time and prevented confusion over which event was being discussed. They also…
Descriptors: Photography, Electronic Publishing, Technology Uses in Education, Children
McNeill, M. C.; Fry, J. M.; Wright, S. C.; Tan, W. K. C.; Tan, K. S. S.; Schempp, P. G. – Sport, Education and Society, 2004
This is an investigation of "situated learning" among Singaporean physical education student teachers (STs) (n = 11) who used a games concept approach (GCA) on their practicum in primary schools. Introduced to the physical education curriculum as part of a revised, mandated national syllabus, the GCA was reportedly having little impact…
Descriptors: Student Teachers, Practicums, Physical Education, Group Discussion
Cronje, Johannes C.; Adendorff, Debbie E.; Meyer, Salome M.; van Ryneveld, Linda – Educational Technology & Society, 2006
Although much is written about reasons why students drop out of online courses, little is said about what makes them stay. This article reports on an experiment whereby online students were exposed to a learning experience modelled on the US television series "Survivor." Twenty-four students were put into "tribes" and allowed…
Descriptors: Dropout Rate, Computer Uses in Education, Online Courses, Learning Experience
Cook, Diane J.; Huber, Manfred; Yerraballi, Ramesh; Holder, Lawrence B. – Journal of Computing in Higher Education, 2004
The goal of this project is to develop a unique simulation environment that can be used to increase students' interest and expertise in Computer Science curriculum. Hands-on experience with physical or simulated equipment is an essential ingredient for learning, but many approaches to training develop a separate piece of equipment or software for…
Descriptors: Science Curriculum, Interdisciplinary Approach, Games, Curriculum Development
Zapata, Julian Esteban – Online Submission, 2007
This action research paper dealt with how to increase motivation towards English language learning through cooperative work in a public school in Medellín, Colombia. It was necessary to explore the concepts of teachers' beliefs, social teaching, collaborative and cooperative learning, to understand the conditions and activities that favored…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Action Research
Lankshear, Colin; Knobel, Michele – E-Learning, 2007
This article argues that "new literacies" is a useful construct for recognizing and understanding the extent to which changes in the current conjuncture are extending social practices of using codes for making and exchanging meanings in directions that warrant serious rethinking of how and why we research literacies. It provides a…
Descriptors: Foreign Countries, Technology Uses in Education, Time Perspective, Educational Change

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