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Gottschalk, Francesca – OECD Publishing, 2019
Children in the 21st century are avid users of technology--more so than generations past. This rise in use has led to much attention on the consequences of technology use, and how this impacts children's brains and their socio-emotional, cognitive and physical development. Much of the research in these fields, especially brain-based research, is…
Descriptors: Influence of Technology, Children, Brain, Well Being
McClelland, Megan M.; Tominey, Shauna L.; Schmitt, Sara A.; Hatfield, Bridget; Purpura, David; Gonzales, Christopher; Tracy, Alexis – Grantee Submission, 2019
Considerable research has examined interventions that facilitate school readiness skills in young children. One intervention, "Red Light, Purple Light Circle Time Games" (RLPL; Tominey and McClelland, 2011; Schmitt et al., 2015), includes music and movement games that aim to foster self-regulation skills. The present study (N = 157)…
Descriptors: Intervention, School Readiness, Skill Development, Low Income Students
British Columbia Ministry of Education, 2019
"Let's Play! Activities for Families" has been developed by the B.C. Ministry of Education for families and caregivers to support children's early learning experiences through playing and having fun. Each play activity connects with one of the Living Inquiries described in the "B.C. Early Learning Framework," which are: (1)…
Descriptors: Play, Child Development, Learning Processes, Inquiry
David C. Owens; Cindi Smith-Walters; Angela T. Barlow – International Journal of Designs for Learning, 2019
In this design case, we describe our work to develop a gameful learning design for use in an introductory, undergraduate biology laboratory course for science majors. Our design team included three university-based mathematics and science educators and a biologist responsible for the management of curriculum and instruction in the course under…
Descriptors: Undergraduate Study, College Science, Biology, Science Laboratories
A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning
Marklund, Björn Berg; Backlund, Per; Dahlin, Carl-Johan; Engström, Henrik; Wilhelmsson, Ulf – International Journal of Game-Based Learning, 2014
An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with…
Descriptors: Educational Games, Active Learning, Student Projects, Users (Information)
Lin, Chien-Heng; Chen, Chien-Min; Lou, Yu-Chiung – Educational Technology & Society, 2014
The abilities of both spatial orientation and spatial memory play very important roles in human navigation and spatial cognition. Since such abilities are difficult to strengthen through books or classroom instruction, there are no particular curricula or methods to assist in their development. Therefore, this study develops a spatial…
Descriptors: Spatial Ability, Memory, Educational Games, Computer Games
Scholes, Laura; Jones, Christian; Stieler-Hunt, Colleen; Rolfe, Ben – International Journal of Inclusive Education, 2014
In spite of research demonstrating conceptual weakness in many child sexual abuse (CSA) prevention programmes and outdated modes of delivery, students continue to participate in a diversity of initiatives. Referring to the development of a games-based approach to CSA prevention in Australia, this paper examines empirically based attributes of…
Descriptors: Educational Games, Teaching Methods, Child Abuse, Sexual Abuse
Pløhn, Trygve – Electronic Journal of e-Learning, 2014
Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player's everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the…
Descriptors: Teaching Methods, Design, Educational Technology, Interviews
Spott, Jessica L., Ed.; Sobehrad, Lane J., Ed.; Hite, Rebecca L., Ed. – IGI Global, 2023
Locally or individually, STEM programs provide additional opportunities to engage K-12 students, including those from marginalized groups, with the support of STEM outreach organizations through the co-construction and implementation of STEM activities during school, out of school, at home, and in the community. Research suggests that…
Descriptors: STEM Education, Elementary Secondary Education, Partnerships in Education, School Community Programs
Hong, Christina, Ed.; Ma, Will W. K., Ed. – Lecture Notes in Educational Technology, 2023
This edited book seeks to evolve a global community of practice to share case studies, engage in critical discussion and spearhead thought leadership, to address the paradigm shift in next generation educational practice. This book showcases novel research studies in various forms and engenders interdisciplinary conversation and exchange…
Descriptors: Educational Practices, Global Approach, Interdisciplinary Approach, Information Technology
Meletiadou, Eleni – IAFOR Journal of Education, 2023
To prepare their students for the increasingly demanding workplace of the 21st century, business schools resort to using experiential learning techniques to make explicit connections between knowledge and experiences students already have, encouraging them to make their own interpretations. In this case study, 50 multilingual students participated…
Descriptors: Multilingualism, English (Second Language), Second Language Learning, Second Language Instruction
NORDSCI, 2023
This volume includes four sections of the 2023 NORDSCI international conference proceedings: (1) Business and Management; (2) Education and Educational Research; (3) Political Science; and (4) Sociology and Healthcare. Business and Management includes 6 papers covering business, including management and organizational studies, business law, and…
Descriptors: Conferences (Gatherings), International Programs, Business Administration Education, Education
Ehret, Christian; Hollett, Ty – Cognition and Instruction, 2016
This article argues that current approaches to participatory design research (PDR) risk eliding the affective life of making educational change by locating change in cultural mediation alone. Locating change only in mediation subordinates affect, potentially overlooking lived dimensions of learning and being essential to lasting, transformative…
Descriptors: Participatory Research, Risk, Educational Change, Transformative Learning
Gaydos, Matthew; Harris, Shannon; Squire, Kurt – Educational Technology, 2016
Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…
Descriptors: Educational Games, Educational Experience, Student Surveys, Cytology
Fisher, Carol – Parenting for High Potential, 2016
Schools seem firmly rooted in the emphasis on computational mastery, and seldom seem to have time to develop other areas of mathematical thinking, such as real-world problem solving and the application of mathematical concepts. All too often, children seem to do well in math in the early grades because they easily memorize the facts and the…
Descriptors: Academically Gifted, Cognitive Development, Mathematical Concepts, Child Development

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