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Vinogradova, Natalya; Blaine, Larry – Mathematics Teaching in the Middle School, 2013
Almost everyone loves chocolate. However, the same cannot be said about fractions, which are loved by markedly fewer. Middle school students tend to view them with wary respect, but little affection. The authors attempt to sweeten the subject by describing a type of game involving division of chocolate bars. The activity they describe provides a…
Descriptors: Mathematics Instruction, Middle School Students, Educational Games, Mathematics
Cowley, Ben; Ravaja, Niklas; Heikura, Tuija – Computers & Education, 2013
In a study on learning in serious games, 45 players were tested for topic-comprehension by a questionnaire administered before and after solo-playing of the serious game "Peacemaker" (Impact Games 2007), during which their psychophysiological signals were measured. Play lasted for 1 h, with a break at half time. The questionnaire was divided into…
Descriptors: Play, Metabolism, Psychophysiology, Taxonomy
Wainwright, A. Martin – History Teacher, 2014
The potential of video games for teaching history is receiving increasing recognition. However, the greatest emphasis is on their use as tools in secondary education. The few studies focusing on undergraduate education demonstrate the use of games to create an immersive historical experience with counterfactual options. While exploring these…
Descriptors: History Instruction, Video Games, College Instruction, Undergraduate Students
Hildebrandt, Martha – Parenting for High Potential, 2014
Parents and grandparents are always looking for new ways to engage their kids and grandkids in meaningful, enriching educational activities. While there is evidence that playing games can increase numerical fluency, research also shows that parental involvement outside of school is one of the best predictors of student achievement and that games…
Descriptors: Learning Activities, Creative Development, Mathematics Activities, Parents as Teachers
Timms, Mike – Measurement: Interdisciplinary Research and Perspectives, 2014
In his commentary on "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" by Almond et al., Mike Timms writes that his own research has involved the use of embedded assessments using simulations in interactive learning environments, and the Evidence Centered Design (ECD) approach has provided a solid…
Descriptors: Task Analysis, Models, Educational Assessment, Simulation
Brodhead, Matthew T.; Higbee, Thomas S.; Pollard, Joy S.; Akers, Jessica S.; Gerencser, Kristina R. – Journal of Applied Behavior Analysis, 2014
Linked activity schedules were used to establish appropriate game play in children with autism during a game of hide-and-seek. All 6 participants demonstrated acquisition of appropriate play skills in the presence of the activity schedules and maintained responding during subsequent phases. When the schedules were removed, responding decreased to…
Descriptors: Scheduling, Activities, Play, Games
Unifying Computer-Based Assessment across Conceptual Instruction, Problem-Solving, and Digital Games
Miller, William L.; Baker, Ryan S.; Rossi, Lisa M. – Technology, Knowledge and Learning, 2014
As students work through online learning systems such as the Reasoning Mind blended learning system, they often are not confined to working within a single educational activity; instead, they work through various different activities such as conceptual instruction, problem-solving items, and fluency-building games. However, most work on assessing…
Descriptors: Problem Solving, Computer Games, Electronic Learning, Blended Learning
Anyanwu, Emeka G. – Anatomical Sciences Education, 2014
Certain negative factors such as fear, loss of concentration and interest in the course, lack of confidence, and undue stress have been associated with the study of anatomy. These are factors most often provoked by the unusually large curriculum, nature of the course, and the psychosocial impact of dissection. As a palliative measure, Anatomy…
Descriptors: Educational Games, Anatomy, Cooperative Learning, Medical Students
Butler, Joy I.; Storey, Brian; Robson, Claire – Sport, Education and Society, 2014
Although Teaching Games for Understanding (TGfU) has gained ground, pedagogical models are sustainable only when situated in a comprehensive worldview and consistent epistemology. After considering the five values orientations offered by Jewett, Bain, and Ennis, the authors conclude that ecological integration offers a useful starting point in…
Descriptors: World Views, Epistemology, Systems Approach, Physical Education
Karriker, Joy H.; Aaron, Joshua R. – Journal of Management Education, 2014
Simulations like the BSG and Glo-Bus allow students the opportunity to practice their integrated, strategic management skills in a relatively risk-free environment or "live case." We review these games and address their strengths, along with the challenges associated with their classroom application. Because of their sound designs and…
Descriptors: College Students, Business Administration Education, Computer Simulation, Educational Games
Bos, Beth; Wilder, Lucy; Cook, Marcelina; O'Donnell, Ryan – Teaching Children Mathematics, 2014
The Common Core State Standards can be taught with Minecraft, an interactive creative Lego®-like game. Integrating Science, Technology, Engineering, and Mathematics (iSTEM) authors share ideas and activities that stimulate student interest in the integrated fields of science, technology, engineering, and mathematics (STEM) in K-grade 6 classrooms.
Descriptors: Educational Games, Student Interests, Elementary School Mathematics, Simulated Environment
Piirainen-Marsh, Arja; Tainio, Liisa – Modern Language Journal, 2014
While a growing number of studies investigate the role of knowledge and interactional management of knowledge asymmetries in conversation analysis, the epistemic organization of multilingual and second language interactions is still largely unexplored. This article addresses this issue by investigating how knowledge asymmetries and changing…
Descriptors: Epistemology, Discourse Analysis, Multilingualism, Video Games
Richards, Rosemary – Studies in Art Education: A Journal of Issues and Research in Art Education, 2014
In order to co-construct a better understanding of the nature of children's art experiences at home and in educational settings, I interacted with four young children who photographed and discussed their art experiences over the course of one year. As a result of these research processes, and considering John Dewey's (1934/2005) "Art as…
Descriptors: Childrens Art, Experience, Young Children, Males
Gordon, Iris; Pierce, Matthew D.; Bartlett, Marian S.; Tanaka, James W. – Journal of Autism and Developmental Disorders, 2014
Children with autism spectrum disorder (ASD) show deficits in their ability to produce facial expressions. In this study, a group of children with ASD and IQ-matched, typically developing (TD) children were trained to produce "happy" and "angry" expressions with the FaceMaze computer game. FaceMaze uses an automated computer…
Descriptors: Children, Autism, Pervasive Developmental Disorders, Nonverbal Communication
Nilsson, Per; Ryve, Andreas – Scandinavian Journal of Educational Research, 2014
This study investigates the nature and role of common ground in group learning of mathematics by means of the analytical constructs of "focal projects" and "contextualization." The analysis investigates two students (12-13 years old) playing a dice game, where their task is to distribute a set of markers based on the total of…
Descriptors: Role, Games, Mathematics Instruction, Cooperative Learning

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