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Deveci, I.; Onder, I. – Science Education International, 2015
The purpose of the present study was to investigate the views of the students on homework assignments for science courses. Survey method was adopted for this study. The sample for the study was composed of 1584 seventh and eighth grade students from middle schools. The views of the students regarding homework assignments for science and technology…
Descriptors: Middle School Students, Student Attitudes, Homework, Assignments
Salminen, Jonna; Koponen, Tuire; Räsänen, Pekka; Aro, Mikko – Mathematical Thinking and Learning: An International Journal, 2015
Weaknesses in early number skills have been found to be a risk factor for later difficulties in mathematical performance. Nevertheless, only a few intervention studies with young children have been published. In this study, the responsiveness to early support in kindergarteners with most severe difficulties was examined with two different computer…
Descriptors: At Risk Students, Kindergarten, Mathematics Skills, Computer Assisted Instruction
Bergstrom, Carl T.; Bergstrom, Theodore C.; Garratt, Rodney J. – Journal of Economic Education, 2013
The authors describe a classroom experiment designed to present the idea of two-sided matching, the concept of a stable assignment, and the Gale-Shapley deferred-acceptance mechanism. Participants need no prior training in economics or game theory, but the exercise will also interest trained economists and game theorists. (Contains 5 tables, 2…
Descriptors: Economics Education, Game Theory, Class Activities, Experiments
Chuang, Tsung-Yen; Kuo, Ming-Shiou; Fan, Ping-Lin; Hsu, Yen-Wei – Educational Technology Research and Development, 2017
Sensory integration dysfunction (SID, also known as sensory processing disorder, SPD) is a condition that exists when a person's multisensory integration fails to process and respond adequately to the demands of the environment. Children with SID (CwSID) are also learners with disabilities with regard to responding adequately to the demands made…
Descriptors: Sensory Aids, Sensory Training, Perceptual Impairments, Disabilities
Morales-Belando, Maria Trinidad; Arias-Estero, Jose L. – Journal of Teaching in Physical Education, 2017
Purpose: To determine whether a TGfU intervention improved participants' decision-making, skill execution, game performance, game involvement, game knowledge, enjoyment, perceived competence, and intention to continue practicing sailing. Method: Participants were 19 sailors (age: M = 8.44, SD = 1.24 years old). This study followed a mixed-methods…
Descriptors: Intervention, Program Effectiveness, Decision Making, Skill Development
Greer, Mary; Lin, Lijia; Atkinson, Robert K. – Interactive Learning Environments, 2017
The purpose of this study was to determine whether playing "Quest for the Code"™, a computer game designed to teach children about asthma, would help healthy children acquire knowledge about and attitudes towards asthma and whether the beneficial effects would be maintained over time. The sample consisted of 155 children from four middle…
Descriptors: Computer Games, Teaching Methods, Diseases, Health Education
Van Hoorn, Jorien; Van Dijk, Eric; Crone, Eveline A.; Stockmann, Lex; Rieffe, Carolien – Journal of Autism and Developmental Disorders, 2017
Peer influence has a profound impact on decision-making in typically developing adolescents. In this study, we examined to what extent adolescent males (age 11-17 years; N = 144) with and without autism (ASD) were influenced by peer feedback on prosocial behavior, and which factors were related to individual differences in peer feedback…
Descriptors: Prosocial Behavior, Feedback (Response), Social Adjustment, Autism
Kwak, Yoonyoung; Lu, Ting; Christ, Sharon L. – Child & Youth Care Forum, 2017
Background: Many adolescents are referred to Child Protective Services for possible maltreatment every year, but not much is known about their organized and unstructured activity participation. Objective: The purposes of this study are to provide a description of organized and unstructured activity participation for adolescents who were possible…
Descriptors: Child Safety, Social Services, Adolescents, Child Abuse
Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios – IEEE Transactions on Learning Technologies, 2017
Computer programming has for decades posed several difficulties for students of all educational levels. A number of teaching approaches have been proposed over the years but none seems to fulfil the needs of students nowadays. Students use computers mainly for playing games and the Internet and as quite a few researchers state this aspect of…
Descriptors: Computer Games, Computer Science Education, Programming, Instructional Effectiveness
Plump, Carolyn M.; LaRosa, Julia – Management Teaching Review, 2017
Instructional games are gaining acceptance in the classroom as the eLearning merits of student engagement and immediate feedback are recognized. Within higher education, the use of these tools is often limited due to lack of time, insufficient experience, or doubts regarding the scholarly merits of such activities. Kahoot! is a popular eLearning…
Descriptors: Educational Technology, Educational Games, Electronic Learning, Learner Engagement
Roca-González, Cristina; Martin-Gutierrez, Jorge; García-Dominguez, Melchor; Carrodeguas, Mª del Carmen Mato – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The present study assessed a short training experiment to improve spatial abilities using two tools based on virtual technologies: one focused on manipulation of specific geometric virtual pieces, and the other consisting of virtual orienteering game. The two tools can help improve spatial abilities required for many engineering problem-solving…
Descriptors: Engineering Education, Spatial Ability, Computer Uses in Education, Computer Simulation
Caballero Meneses, Jonathan Azael; Menez Díaz, Judith Marina – Psicologica: International Journal of Methodology and Experimental Psychology, 2017
Emotional expressions have been proposed to be important for regulating social interaction as they can serve as cues for behavioral intentions. The issue has been mainly addressed analyzing the effects of facial emotional expressions in cooperation behavior, but there are contradictory results regarding the impact of emotional expressions on that…
Descriptors: Emotional Response, Psychological Patterns, Cooperation, Decision Making
Hollett, Ty; Ehret, Christian – Learning, Media and Technology, 2017
Increasingly, adult mentors in informal, media-rich settings, like libraries and museums, seek to integrate both learning and civic engagement opportunities for youth into designed programming. This article illustrates how youth open and sustain opportunities for civic engagement over the course of a six-month, youth-driven program--Metro:…
Descriptors: Citizen Participation, Civics, Youth Programs, Multimedia Materials
Donohue, Kerri; Buck, Gayle – Science and Children, 2017
This article describes an informal program in one school where grade K-1 students learn a variety of new science vocabulary words relating to animal characteristics. The students are introduced to a new group of animals and their characteristics through storytelling, games, discussion, and crafts (see Table 1, p. 34). The new vocabulary words are…
Descriptors: Elementary School Science, Science Instruction, Kindergarten, Grade 1
Chen, Zhi-Hong; Chen, Sherry Y.; Chien, Chih-Hao – Educational Technology & Society, 2017
Game-based learning comprises of a set of concrete scenarios, which can be presented with various presentation modalities (e.g., text, text with graphic, and context). Such presentation modalities disseminate information in different ways. On the other hand, cognitive styles affect how people process information. Accordingly, the study presented…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Educational Games

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