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Brandt, Brian; Stowe, James – Journal of Extension, 2017
Most 4-H judging events involve livestock or other traditional 4-H projects. Consequently, many urban and suburban youths miss out on building life skills developed through judging. In a nontraditional approach to 4-H judging, such youths play board, dice, and card games and then judge the games using the practice of giving oral reasons. The…
Descriptors: Youth Programs, Youth Opportunities, Skill Development, Urban Youth
Smith, Spencer; Chan, Samantha – Journal of Science Education and Technology, 2017
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied…
Descriptors: Video Games, Higher Education, Cooperative Learning, Engineering Education
Wanko, Jeffrey J. – Mathematics Teacher, 2017
Working with language-independent logic structures can help students develop both inductive and deductive reasoning skills. The Japanese publisher Nikoli (with resources available both in print and online) produces a treasure trove of language-independent logic puzzles. The Nikoli print resources are mostly in Japanese, creating the extra…
Descriptors: Mathematics Instruction, Teaching Methods, Puzzles, Logical Thinking
Goltz, Sonia M. – Management Teaching Review, 2017
Simulations have been developed for many business courses because of enhanced student engagement and learning. A challenge for instructors using simulations is how to take this learning to the next level since student reflection and learning can vary. This article describes how to use a conceptual mapping game at the beginning and end of a…
Descriptors: Simulation, Business Administration Education, Concept Mapping, Scaffolding (Teaching Technique)
Coulson, Mark; Oskis, Andrea; Gould, Rebecca L – Contemporary Issues in Early Childhood, 2017
In this article, the authors discuss the light and dark side of attachments and attachment style in physical and digital worlds. They argue that many games offer opportunities for the generation of new and meaningful attachments to both physical and digital others. They discuss two "fundamental attachment errors" and show how these can…
Descriptors: Attachment Behavior, Video Games, Behavior Problems, Child Behavior
Roselló, Jarod – Contemporary Issues in Early Childhood, 2017
My daughter has always been drawn to the frightening and the spooky, with a special interest in zombies. When she was four years old, she and I played a zombie video game together which instigated a series of zombie-related events. This article is a collection of metonymic moments rendered in comics and writing, that revisits these events as…
Descriptors: Video Games, Memory, Experience, Aesthetics
Wohlwend, Karen E. – Teachers College Record, 2017
Background: Today, children play in transmedia franchises that bring together media characters, toys, and everyday consumer goods with games, apps, and websites in complex mergers of childhood cultures, digital literacies, consumer practices, and corporate agendas. Recent research on youth videogames and virtual worlds suggests the productive…
Descriptors: Social Media, Play, Video Games, Web Sites
Blitz-Raith, Alexandra H.; Liu, Jianxin – International Journal of Instruction, 2017
Interactivity is an important indicator of an educational app's reception. Since most educational apps are multimodal, it justifies a methodological initiative to understand meaningful involvement of multimodality in enacting and even amplifying interactivity in an educational app. Yet research so far has largely concentrated on algorithm…
Descriptors: Interaction, Computer Oriented Programs, Educational Technology, Educational Games
De Troyer, Olga; Van Broeckhoven, Frederik; Vlieghe, Joachim – Journal of Computing in Higher Education, 2017
Narrative-based serious games present pedagogical content and interventions through an interactive narrative. To ensure effective learning in such kind of serious games, designers are not only faced with the challenge of creating a compelling narrative, but also with the additional challenge of incorporating suitable pedagogical strategies.…
Descriptors: Educational Games, Teaching Methods, Interaction, Design
Floress, Margaret T.; Rock, Angela L.; Hailemariam, Assegedech – Psychology in the Schools, 2017
A single-case experimental design was used to evaluate the effects of the Caterpillar Game, a classroom management system, on disruptive behavior in a general education first grade classroom. A multiple baseline design across settings was used to evaluate changes in student disruptive behavior and teacher praise. When the Caterpillar Game was…
Descriptors: Classroom Techniques, Educational Games, Behavior Problems, Teacher Attitudes
Berson, Ilene R.; Berson, Michael J.; Snow, Bert – Social Education, 2017
Game-based learning not only contributes to a learning environment that is interesting and engaging for students but also fosters collaboration while meeting educational goals. Recognizing the potential of digital games to promote primary-source use for discovery and problem-solving, the Library of Congress established funding to advance the…
Descriptors: Primary Sources, Computer Software, Computer Assisted Instruction, Educational Games
Bailey, Sean D. – ProQuest LLC, 2017
An ever-growing trend in education is the integration of mobile devices in the school setting, especially considering the abundance of research available on BYOD (Bring Your Own Device). Not surprisingly, a common concern found is the lack of student interest in educational applications. This capstone reports a summary of the research, design, and…
Descriptors: Educational Games, Handheld Devices, Technology Integration, Computer Oriented Programs
Serafini, Frank, Ed.; Gee, Elisabeth, Ed. – Teachers College Press, 2017
Bringing together renowned scholars in literacy education, this volume offers the first comprehensive account of the evolution and future of multiliteracies pedagogy. This groundbreaking collection examines the rich contributions of the New London Group (NLG)--an international gathering of noted scholars who met in 1996 and influenced the…
Descriptors: Multiple Literacies, Literacy Education, International Organizations, Scholarship
Kaltman, Eric – ProQuest LLC, 2017
Computer games are now a significant cultural phenomenon, and a significant artistic output of humanity. However, little effort and attention have been paid to how the medium of games and interactive software developed, and even less to the historical storage of software development documentation. This thesis borrows methodologies and practices…
Descriptors: Computer Games, Computer Software, Interaction, Cultural Influences
Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2017
The Good Behavior Game (GBG) uses an interdependent group contingency to improve classroom behavior. Despite the wealth of research on the effectiveness of the GBG, some teachers may have concerns about their students' abilities to work in teams, particularly if they have a history of poor social skills. We used an alternating treatments design to…
Descriptors: Educational Games, Class Activities, Classroom Techniques, Program Evaluation

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