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Huang, Wenhao David; Johnson, Tristan E.; Han, Seung-Hyun Caleb – Internet and Higher Education, 2013
Colleges and universities have begun to understand the instructional potential of digital game-based learning (DGBL) due to digital games' immersive features. These features, however, might overload learners as excessive motivational and cognitive stimuli thus impeding intended learning. Current research, however, lacks empirical evidences to…
Descriptors: Computers, College Students, Structural Equation Models, Educational Games
Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee – International Association for Development of the Information Society, 2013
Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…
Descriptors: Problem Based Learning, Educational Games, Student Centered Learning, Learning Processes
Haladjian, Juan; Richter, Daniel; Muntean, Paul; Ismailovic, Damir; Brügge, Bernd – International Association for Development of the Information Society, 2013
Dyslexia is a reading disability that can, in some cases, be cured. The most frequent treatment for dyslexia consists on repeatedly performing certain word exercises. Because most dyslexic patients are young children, most applications for word training are games. The development of such games is costly and it involves different parts (developers,…
Descriptors: Educational Games, Dyslexia, Handheld Devices, Young Children
Skiada, Roxani; Soroniati, Eva; Gardeli, Anna; Zissis, Dimitrios – Themes in Science and Technology Education, 2014
Dyslexia is one of the most common learning difficulties affecting approximately 15 to 20 per cent of the world's population. A large amount of research is currently being conducted in exploring the potential benefits of using Information & Communication Technologies as a learning platform for individuals and especially children with such…
Descriptors: Dyslexia, Learning Disabilities, Children, Computer Oriented Programs
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2014
The "2014 NMC Technology Outlook for Brazilian Universities: A Horizon Project Regional Report" reflects a collaborative research effort between the New Media Consortium (NMC) and Saraiva to help inform education leaders in Brazil about significant developments in technologies supporting teaching, learning, and creative inquiry in higher…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Technology Integration
Martin, Crystle – Bulletin of Science, Technology & Society, 2012
This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…
Descriptors: Information Sources, Self Concept, Males, Novices
Gonzalez-Gonzalez, Carina; Blanco-Izquierdo, Francisco – Computers & Education, 2012
In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively…
Descriptors: Video Games, Secondary Education, Online Systems, Educational Games
Siewiorek, Anna; Saarinen, Eeli; Lainema, Timo; Lehtinen, Erno – Computers & Education, 2012
In today's unstable market economy, individuals have to be skilled to work efficiently in constantly changing and complex situations. Thus, graduate students have to be trained to cope with unpredictable situations before they enter the workforce. They need to exercise occupational skills, such as leadership skills, during higher education.…
Descriptors: Graduate Students, Higher Education, Free Enterprise System, Educational Games
Iqbal, Azlan – Journal of Aesthetic Education, 2012
Computational aesthetics is a relatively new subfield of artificial intelligence (AI). It includes research that enables computers to "recognize" (and evaluate) beauty in various domains such as visual art, music, and games. Aside from the benefit this gives to humans in terms of creating and appreciating art in these domains, there are perhaps…
Descriptors: Aesthetics, Artificial Intelligence, Computer Software, Games
Lane, Catherine Pullin; Harkness, Shelly Sheats – Journal of Mathematical Behavior, 2012
This article describes the authors' use of three game shows--"Survivor," "The Biggest Loser," and "Deal or No Deal?"--to determine to what degree students engaged in mathematical thinking: specializing, conjecturing, generalizing, and convincing (Burton, 1984). Student responses to the task of creating winning strategies to these shows were…
Descriptors: Mathematics, Games, Television, Programming (Broadcast)
Livingston, Eric – American Sociologist, 2012
In studies ranging from oracular practices and court proceedings to alternative philosophies, reality disjunctures, and a family's work in maintaining the normality of a severely retarded child, Mel Pollner put together something like a cabinet of curiosities exhibiting the social character of reasoning's worldly enterprises. At the same time, he…
Descriptors: Sociology, Research Methodology, Ethnography, Games
Chiu, Yi-hui; Kao, Chian-wen; Reynolds, Barry Lee – British Journal of Educational Technology, 2012
During the past 10 years, the number of digital game-based learning (DGBL) studies has significantly increased (Hwang & Wu, 2012). DGBL is generally found to be positive over traditional instruction (Liao, 2010) and it has had great impact on education (Prensky, 2001). The DGBL effectiveness, however, might vary according to subjects taught or…
Descriptors: Educational Games, Program Effectiveness, English (Second Language), Conventional Instruction
Wernik, Uri – Journal of Creativity in Mental Health, 2012
In this article, a new technique for correcting poor posture is presented. Rather than intentionally increasing awareness or mobilizing willpower to correct posture, this approach offers a game using randomly drawn cards with easy daily assignments. A case using the technique is presented to emphasize the subjective experience of living with poor…
Descriptors: Mental Retardation, Human Posture, Intervention, Play
Siller, Hans-Stefan; MaaB, Jurgen – Teaching Mathematics and Its Applications: An International Journal of the IMA, 2012
No risk, no fun--betting on sports events costs the gamblers a lot of money and brings excellent profits to those who offer the bets. Among the people who bet on a regular basis, the proportion of young adults is frighteningly high. We now suggest a concept (as part of a basic mathematics course) for acquiring the necessary mathematical knowledge…
Descriptors: Mathematics Instruction, Games, Experiential Learning, Teaching Methods
Shih, Ching-Hsiang; Chen, Ling-Che; Shih, Ching-Tien – Research in Developmental Disabilities: A Multidisciplinary Journal, 2012
The latest researches have adopted software technology to modify the Nintendo Wii Balance Board functionality and used it to enable two people with developmental disabilities to actively perform physical activities. This study extended the latest research of the Wii Balance Board application to assess whether four people (two groups) with…
Descriptors: Physical Activities, Developmental Disabilities, Video Games, Cooperation

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