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Sindre, G.; Natvig, L.; Jahre, M. – IEEE Transactions on Education, 2009
The question/answer-based computer game "Age of Computers" was introduced to replace traditional weekly paper exercises in a course in computer fundamentals in 2003. Questionnaire evaluations and observation of student behavior have indicated that the students found the game more motivating than paper exercises and that a majority of the…
Descriptors: Foreign Countries, Educational Games, Computers, Games
Sardone, Nancy B.; Devlin-Scherer, Roberta – Issues in Teacher Education, 2009
The objective of this research study was to explore teacher candidate views toward digital learning games using an immersive strategy. Specifically, we were interested in finding out what game use in classroom settings taught candidates about the role of teacher as facilitator of instruction. The procedures first focused teacher candidate…
Descriptors: Student Teacher Attitudes, Educational Games, Video Games, Teacher Education Programs
Moreno-Ger, Pablo; Burgos, Daniel; Torrente, Javier – Simulation & Gaming, 2009
The notion of using games in education is as old as games themselves. In addition, the massive market opened by the digital games industry has caused great interest regarding their specific potential in education. However, this interest is sometimes thwarted by the resistance of traditional educational settings toward technology-enhanced learning…
Descriptors: Educational Games, Electronic Learning, Video Games, Educational Technology
Williams, Alexandria; Rouse, Kenneth; Seals, Cheryl; Gilbert, Juan – International Journal on E-Learning, 2009
Reading literacy has been a major problem for American students for the past several years. Educators have struggled to find a solution to this problem that will help students while at the same time maintain their interest in the subject matter. Educational video games and other e-learning technologies have made their way into classrooms and homes…
Descriptors: Reading Comprehension, Science Projects, Video Games, Outreach Programs
Association Supporting Computer Users in Education, 2019
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Small Colleges, Computer Uses in Education, Educational Technology, Open Educational Resources
Baleghizadeh, Sasan; Arabtabar, Fatemeh – HOW, 2010
The present paper is an attempt to introduce an innovative technique for a more effective teaching of L2 listening comprehension through a process-oriented approach. Much of what is traditionally known as listening practice is in fact testing material in which students are required to listen to a recording and answer a number of comprehension…
Descriptors: Listening Comprehension, Group Activities, Educational Games, Second Language Instruction
Tan, Seng-Chee; Kim, Beaumie; Yeo, Jennifer – Educational Media and Technology Yearbook, 2010
This chapter discusses one of the research perspectives of the Learning Sciences and Technologies academic group in the National Institute of Education (Singapore). Premised on social constructivists' view of learning, we explore design for learner agency and voice by adopting design experiment approach to study knowledge building and distributing…
Descriptors: Educational Technology, Technology Uses in Education, Student Participation, Stakeholders
Shi, Yixun – College Mathematics Journal, 2010
Starting with an interesting number game sometimes used by school teachers to demonstrate the factorization of integers, "sum-difference numbers" are defined. A positive integer n is a "sum-difference number" if there exist positive integers "x, y, w, z" such that n = xy = wz and x ? y = w + z. This paper characterizes all sum-difference numbers…
Descriptors: Student Attitudes, Numbers, Student Projects, Educational Games
Gorgievski, Nicholas; DeFranco, Thomas C.; Swaminatha, Hariharan; Sofronas, Kimberly S. – MathAMATYC Educator, 2010
In 1974, the National Football League (NFL) initiated a sudden death overtime rule for games ending in a tie score at the end of regulation time. The rule states that the sudden death system of determining the winner shall prevail when the score is tied at the end of the regulation playing time of all NFL games. The team scoring first during…
Descriptors: Team Sports, Games, Scoring, Predictor Variables
Marino, Matthew T.; Beecher, Constance C. – Learning Disability Quarterly, 2010
Secondary schools across the United States are adopting response to intervention (RTI) as a means to identify students with learning disabilities (LD) and provide tiered instructional interventions that benefit all students. The majority of current RTI research focuses on students with reading difficulties in elementary school classrooms.…
Descriptors: Response to Intervention, Secondary School Science, Video Games, Learning Disabilities
Culp, Jennifer; Bell, Robert A.; Cassady, Diana – Journal of Nutrition Education and Behavior, 2010
Objective: To assess the content of food industry Web sites targeting children by describing strategies used to prolong their visits and foster brand loyalty; and to document health-promoting messages on these Web sites. Design: A content analysis was conducted of Web sites advertised on 2 children's networks, Cartoon Network and Nickelodeon. A…
Descriptors: Web Sites, Television Commercials, Industry, Cartoons
Duncan, Sean C. – E-Learning and Digital Media, 2010
This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive d/Discourse present within online forums around three video game series, video games, or game platforms, and key design practices engaged upon by gamers in these spaces. It is…
Descriptors: Video Games, Discourse Analysis, Computer Assisted Design, Media Research
Hansen, Marianne; Rossow, Ingeborg – International Journal of Mental Health and Addiction, 2010
This study addresses the impact of prohibition of note acceptors on gambling behaviour and gambling problems among Norwegian adolescents. Data comprised school surveys at three time points; 2004 and 2005 (before intervention) and 2006 (after intervention). Net samples comprised 20.000 students aged 13-19 years at each data collection. Identical…
Descriptors: Substance Abuse, Intervention, School Surveys, Behavior Patterns
Griffiths, Mark; Parke, Jonathan; Wood, Richard; Rigbye, Jane – International Journal of Mental Health and Addiction, 2010
Online poker is one of the fastest growing forms of online gambling yet there has been relatively little research to date. This study comprised 422 online poker players (362 males and 60 females) and investigated some of the predicting factors of online poker success and problem gambling using an online questionnaire. Results showed that length of…
Descriptors: Substance Abuse, Games, Internet, Prediction
Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2010
The paper outlines the advantages, disadvantages, and other implications of using the Internet to collect data from gaming addicts. Drawing from experience of numerous addiction studies carried out online by the author, and by reviewing the methodological literature examining online data collection among both gambling addicts and video game…
Descriptors: Video Games, Participant Observation, Research Methodology, Data Collection

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