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Nartgun, Senay Sezgin; Uylas, Sümeyra Dilek; Yerlikaya, Sefer – Online Submission, 2016
The purpose of this research is to analyze the relationship between cyberbullying sensibility and cyber victimization levels of Anatolian high school students. The correlational research model was used in this study. The population of the study consists of 2013-2014 education year and 1917 Anatolian high school students in Hendek, Sakarya and 439…
Descriptors: Information Technology, Bullying, Computer Mediated Communication, Victims
Eden, Sigal; Eshet-Alkalai, Yoram – Journal of Educational Computing Research, 2014
Violence is a major element in many of the present-day's digital games. Despite the extensive research on this subject, the effect of violent digital games on the aggression level among children has not been satisfactorily clarified. The study examines the combined effect of collaborative/competitive game strategy and the presence or absence of…
Descriptors: Violence, Aggression, Early Adolescents, Video Games
Krause, Jennifer M.; Benavidez, Eddie A. – Journal of Physical Education, Recreation & Dance, 2014
Screen time, including video gaming, has been perceived to be a major catalyst for the lack of physical activity among youth. However, exergaming has pierced the technology and physical activity scenes with a twist, and happens to be redefining how technology and "screen time" are now being viewed as catalysts for increasing physical…
Descriptors: Physical Activities, Physical Activity Level, Physical Education, Video Games
Verpoorten, Dominique; Castaigne, Jean-Loup; Westera, Wim; Specht, Marcus – Education and Information Technologies, 2014
This paper describes how a short, repeated and structured opportunity to reflect was integrated in the storyline of a serious game in order to stimulate the development of a meta-cognitive skill: the ability to self-assess the degree of confidence in own answers. An empirical validation of the approach, conducted with 28 secondary school pupils,…
Descriptors: Physics, Science Education, Cognitive Ability, Secondary School Students
Dunleavy, Matt – TechTrends: Linking Research and Practice to Improve Learning, 2014
Augmented reality is an emerging technology that utilizes mobile, context-aware devices (e.g., smartphones, tablets) that enable participants to interact with digital information embedded within the physical environment. This overview of design principles focuses on specific strategies that instructional designers can use to develop AR learning…
Descriptors: Instructional Design, Computer Simulation, Simulated Environment, Telecommunications
Schulman, Steven M. – Teaching Children Mathematics, 2014
In this article the author describes a problem posed to his class, "How many squares are there on a checkerboard?" The problem is deliberately vague so that the teacher can get the students to begin asking questions. The first goal is to come to an agreement about what the problem means (Identify the problem). The second goal is to get…
Descriptors: Mathematics Instruction, Mathematical Concepts, Problem Solving, Teaching Methods
van Rosmalen, Peter; Westera, Wim – Interactive Learning Environments, 2014
Despite the continuous and abundant growth of the game market the uptake of games in education has been hampered by the general impression that games require complex technologies and that games are difficult to organise and to embed in education curriculums. This article explores to what extent a simple serious game scenario that can be easily…
Descriptors: Web 2.0 Technologies, Educational Games, Teacher Empowerment, Barriers
Bond, Justin Lee – ProQuest LLC, 2014
Wicked educational information systems (IS) address problems with unstable educational requirements, in educational environments that are ill-defined, where complex interactions among subcomponents of the problem and its solution exist. In this dissertation, a design science research methodology (DSRM) was used to evaluate projects that developed,…
Descriptors: Design, Research Methodology, Engineering Education, Females
Markovic, Ivancica – Bulgarian Comparative Education Society, 2014
In her work, the author presents the list of children's games (kept in the Brlic Family Archives in Slavonski Brod) from the first half of the 19th century. The list of children's games is in the manuscripts in the files of Ignjat Alojzije Brlic dated from 1830 to 1835. Using this list as an example, the author proves that children's games also…
Descriptors: Games, Children, Socialization, World History
Laura Cruz; John M. Penley – Journal of Teaching and Learning with Technology, 2014
Gamification is a subject of a great deal of conversations and advocates believe that the familiarity of gaming to the current student population gives it considerable potential to transform teaching and learning. The research literature presents a more ambiguous view and it remains to be seen whether or not gamifying instruction can significantly…
Descriptors: Gamification, Interdisciplinary Approach, Rural Colleges, General Education
Wang, Shwu-Huey; Wang, Hsiu-Yuan – Technology, Pedagogy and Education, 2017
Hospitality students are required to be able to address challenging cases or problems in the work environment. However, traditional lecture- or exam-based instruction leaves a gap between theory and practice. On the other hand, modern youth live and socialise in an increasingly digital environment, and one of their biggest pastimes is playing…
Descriptors: Hospitality Occupations, Tests, Teaching Methods, Problem Solving
Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation
Chou, Mei-Ju – EURASIA Journal of Mathematics, Science & Technology Education, 2017
There has been a growing awareness of the contribution of play to the young children's learning and development. This study aims to investigate the implement of board games play on children's aesthetic experience and interpersonal understanding in Montessori and Constructivist classrooms. With the underlying framework follows a developmentally…
Descriptors: Teaching Methods, Educational Games, Aesthetics, Interpersonal Relationship
Mann, Mark D. – Contemporary Issues in Education Research, 2017
In the 21st Century, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attempted to broaden student engagement level by developing a more engaging online game framework. The research…
Descriptors: Student Motivation, Computer Games, Learner Engagement, Programming
Sipiyaruk, K.; Gallagher, J. E.; Hatzipanagos, S.; Reynolds, P. A. – Technology, Knowledge and Learning, 2017
Serious gaming claims to provide an interactive and motivational approach to learning; hence, it is being increasingly used in various disciplines, including dentistry. GRAPHIC (Games Research Applied to Public Health with Innovative Collaboration)-II, a serious game for dental public health, was used by dental undergraduates at King's College…
Descriptors: Critical Thinking, Decision Making Skills, Undergraduate Students, Dental Health

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