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González-Valero, Gabriel; Ubago-Jiménez, José Luis; Zurita-Ortega, Félix; Chacón-Cuberos, Ramón; Castro-Sánchez, Manuel; Puertas-Molero, Pilar – Education Sciences, 2018
The creation of healthy habits and lifestyles is fundamental in the educational field and for acquiring adequate health levels that will prevail in adulthood. The aim of this study was to determine the characteristics and correlations between the level of practice of physical activity, adherence to the Mediterranean diet (MD), body mass index…
Descriptors: Eating Habits, Life Style, Body Composition, Body Height
Yong, Su-Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Information and Communication Technology Education, 2018
This article explores how motivation in computer games could be integrated into mathematics education. The scope of the study was confined to four motivation dimensions, namely challenge, control, complexity and collaboration. A phenomenology study was conducted with the purpose to obtain a common understanding of nine teachers and 11 students…
Descriptors: Computer Games, Mathematics Education, Motivation, Teacher Attitudes
Bäck, Emma A.; Bäck, Hanna; Altermark, Niklas; Knapton, Holly – International Journal of Developmental Science, 2018
It is a human fundamental to desire to be valued, loved and respected--to be significant. Social exclusion induce significance loss which elicits a 'quest for significance'--the search for opportunities to re-gain significance. The present article establishes this relation in a laboratory experiment (N = 71, mean age = 28, SD = 10.42, 65% women,…
Descriptors: Social Isolation, Laboratory Experiments, Attitude Change, Rejection (Psychology)
Collins, Karen; Barcelona, Robert – Strategies: A Journal for Physical and Sport Educators, 2018
Recent reports on youth sport participation continue to show alarming trends. Participation rates have been declining, particularly among children between the ages of six and 12 years old. According to the Aspen Institute's Project Play (2016) initiative, fewer young people are participating in organized team sports today than they were in 2008.…
Descriptors: Athletics, Student Participation, Youth Programs, Parent Role
Kosmas, Panagiotis; Ioannou, Andri; Retalis, Symeon – TechTrends: Linking Research and Practice to Improve Learning, 2018
From an embodied learning perspective, the active human body can alter the function of the brain and therefore, the cognitive process. In this work, children's activity using motion-based technology is framed as an example of embodied learning. The present investigation focuses on the use of a series of Kinect-based educational games by 31…
Descriptors: Special Education, Teaching Methods, Educational Games, Manipulative Materials
Terry, Marion; Malik, Amjad – Online Submission, 2018
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to assess the relationship between recreational video gaming and academic performance (defined as school attendance and final grades) in grade 9. Questions about video gaming appeared with other questions about…
Descriptors: Video Games, Likert Scales, Grades (Scholastic), Attendance
Orhon, Yelda – Online Submission, 2018
The area of language teaching and learning is constantly changing due to emerging educational, technological and social trends or innovations all around the world, so there is no universally correct way to learn a language for everyone. That's why it is not possible for a classroom context to address everyone's needs sufficiently during the class…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Independent Study
Eichenlaub, Mark – ProQuest LLC, 2018
In this thesis, I study some aspects of how students learn to use math to make sense of physical phenomena. Solving physics problems usually requires dealing with algebraic expressions. That can take the form of reading equations you're given, manipulating them, or creating them. It's possible to use equations simply according to formal rules of…
Descriptors: College Students, College Mathematics, Mathematics Education, Mathematical Applications
Shaffer, Jeannette R. – ProQuest LLC, 2012
The objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain…
Descriptors: High School Students, Student Characteristics, Computer Games, Social Influences
Jiow, Hee Jhee; Lim, Sun Sun – Bulletin of Science, Technology & Society, 2012
Video games have grown in number, variety, and consumer market penetration, encroaching more aggressively into the domestic realm. Within the home therefore, parents whose children play video games have to exercise mediation and supervision. As video games evolve, parental mediation strategies have also had to keep pace, albeit not always…
Descriptors: Television Viewing, Video Games, Computers, Television
Adanali, Rukiye; Alim, Mete – Review of International Geographical Education Online, 2019
Environmental and disaster consciousness of teachers are of great importance for disasters education. The teaching of some natural disasters of climate in the Environmental Problems course at an education faculty in Turkey was carried out with the Problem Based Learning (PBL) approach supported with Instructional Geocaching Game (IGG). Geocaching…
Descriptors: Student Behavior, Geographic Information Systems, Environmental Education, Problem Based Learning
Kanat, Sevtap – International Education Studies, 2019
Today, with the developing technology, the use of computers, mobile phones and the internet has become indispensable tools of people's lives. Technology has created new risks while facilitating the living conditions. Especially, there are various addiction concepts that negatively affect human life. Digital game addiction has been added to the…
Descriptors: Computer Games, Addictive Behavior, Correlation, Communication Skills
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
Forrer, Don; Bechtel, Stephanie; Brown, Kendra; Mabesa, Jose, Jr.; Gunn, Linda; Hayes, Richard L.; Fall, Lisa; Wilmore, Todd – Journal of College Teaching & Learning, 2019
This interactive, cross-disciplinary research explores face-to-face and online strategies for faculty to deploy in the classroom that encourage connections beyond forced engagement methodologies commonly used. Concentration is on methods of connecting that are "out of the mainstream" and benefit both students and faculty. Findings…
Descriptors: Online Courses, Teaching Methods, Learner Engagement, Teacher Student Relationship
Akcaoglu, Mete; Green, Lucy Santos – Educational Technology Research and Development, 2019
In this mixed-methods study, we examined if students benefitted from a game design course offered during an enrichment hour in terms of gains in their system analysis and design skills. Students at a rural middle school in Southeast US (n = 19) attended a 1-hour game design course offered weekly during an academic enrichment class period, for the…
Descriptors: Systems Approach, Computer Games, Design, Rural Schools

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