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Baker, Ardith; Bittner, Teresa; Makrigeorgis, Christos; Johnson, Gloria; Haefner, Joseph – Teaching Statistics: An International Journal for Teachers, 2010
Recent evidence indicates that decision makers are more sensitive to potential losses than gains. Loss aversion psychology has led behavioural economists to look beyond expected utility by developing "prospect theory." We demonstrate this theory using the "Deal or No Deal" game show.
Descriptors: Decision Making, Television, Games, Psychology
Roche, Anne – Australian Primary Mathematics Classroom, 2010
A considerable body of research exists on students' understanding of decimal fractions and the prevalence and persistence of common misconceptions related to this understanding. Results from major studies such as the National Assessment of Educational Progress (NAEP) in the United States and the Concepts in Secondary Mathematics and Science (CSMS)…
Descriptors: Foreign Countries, Mathematics, Number Concepts, Models
Chick, Helen – Mathematics Teaching, 2010
There is much to be learned and pondered by reading "Proofs and Refutations," by Imre Lakatos. It highlights the importance of mathematical definitions, and how definitions evolve to capture the essence of the object they are defining. It also provides an exhilarating encounter with the ups and downs of the mathematical reasoning process, where…
Descriptors: Definitions, Probability, Geometry, Mathematics Instruction
Lawson, Larry L.; Lawson, Catherine L. – Simulation & Gaming, 2010
Experimental research in business and economics has exploded in recent years in both laboratory and field settings. The generality of findings from field experiments is limited by the specificity of the experimental environment. Laboratory studies, on the other hand, are criticized for being devoid of the contextual cues that may indicate to…
Descriptors: Video Games, Computer Simulation, Experiments, Research Methodology
Snyder, Brian A. – PRIMUS, 2010
In this article we show how the Sudoku puzzle and the three simple rules determining its solution can be used as an introduction to proof-based mathematics. In the completion of the puzzle, students can construct multi-step solutions that involve sequencing of steps, use methods such as backtracking and proof by cases, and proof by contradiction…
Descriptors: Mathematics Instruction, Mathematical Concepts, Mathematical Logic, Validity
Charlier, Nathalie; De Fraine, Bieke – Journal of School Health, 2013
Background: Knowledge of first aid (FA), which constitutes lifesaving treatments for injuries or illnesses, is important for every individual. In this study, we have set up a group-randomized controlled trial to assess the effectiveness of a board game for learning FA. Methods: Four class groups (120 students) were randomly assigned to 2…
Descriptors: Foreign Countries, First Aid, Secondary School Students, Experimental Groups
Scheu, Ian Edward; Lawrence, Thomas – Journal of Educational Computing Research, 2013
This article details the construction of a computer program to test cognitive processing differences in adolescents engaged in a standard presentation of tests versus a fantasy-based game presentation. The article will discuss the challenges of creating a replication of traditional psychological tests into a new medium which holds comparable…
Descriptors: Psychological Testing, Computer Assisted Testing, Games, Adolescents
Zhang, Mark; Chen, Li; Lei, Ouyang; Malone, Christopher – ICHPER-SD Journal of Research, 2013
This study was designed to examine whether the Olympic Games was a catalyst for changes to Beijing residents' quality of life based on social-economic perspectives and how these changes affected their continuous support for the Games. Residents who lived in Beijing 18 months or longer were invited to participate in this survey research (N = 412)…
Descriptors: Socioeconomic Influences, Athletics, Economic Impact, Games
Anderson, Janice L.; Barnett, Mike – Journal of Science Education and Technology, 2013
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called "Supercharged!" on middle school students' understanding of electromagnetic concepts compared to students…
Descriptors: Video Games, Video Technology, Teaching Methods, Science Instruction
Stephen, Christine; Stevenson, Olivia; Adey, Claire – Journal of Early Childhood Research, 2013
This article is about the ways in which young children engage with technological toys and resources at home and, in particular, the ways in which the family context makes a difference to young children’s engagement with these technologies. The data reviewed come from family interviews and parent-recorded video of four case study children as they…
Descriptors: Family Influence, Family Environment, Access to Computers, Young Children
Vytlacil, Kerrie A. – ProQuest LLC, 2013
With virtual public school initiatives in each of the 50 states, there is an impetus to develop and implement online programs for the elementary grades (Cavanaugh, 2004, pp. 262-266; Oliver et al., p. 56). Yet, learner usability characteristics for successful online schooling for the elementary grades are unknown and/or unspecified. The purpose of…
Descriptors: Online Courses, Elementary Education, Qualitative Research, Delphi Technique
Norris, Dawn R. – Teaching Sociology, 2013
Simulation games can help overcome student resistance to thinking structurally about social class inequality, meritocracy, and mobility. Most inequality simulations focus solely on economic inequality and omit social and cultural capital, both of which contribute to social class reproduction. Using a pretest/posttest design, the current study…
Descriptors: Simulation, Games, Social Stratification, Social Class
Bates, Matthew Ian; Brown, David; Cranton, Wayne; Lewis, James – International Journal of Game-Based Learning, 2011
This paper documents an investigation evaluating if adult offenders can benefit from a facilitated serious-games design project as part of their probation program. Research has observed a participatory design group of adult offenders working with their probation managers and a PhD researcher to create a new serious-game for use by the probation…
Descriptors: Educational Games, Adults, Criminals, Correctional Rehabilitation
Griffiths, Mark; Hussain, Zaheer; Grüsser, Sabine M.; Thalemann, Ralf; Cole, Helena; Davies, Mark N. O.; Chappell, Darren – International Journal of Game-Based Learning, 2011
This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong…
Descriptors: Computer Games, Role Playing, Attitude Measures, Social Influences
Johnson, L.; Smith, R.; Willis, H.; Levine, A.; Haywood, K. – New Media Consortium, 2011
The internationally recognized series of "Horizon Reports" is part of the New Media Consortium's Horizon Project, a comprehensive research venture established in 2002 that identifies and describes emerging technologies likely to have a large impact over the coming five years on a variety of sectors around the globe. This volume, the "2011 Horizon…
Descriptors: Higher Education, Technological Advancement, Technology Uses in Education, Handheld Devices

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