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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2021
For the forty-fourth time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online and onsite during the annual AECT Convention. Volume 1 contains papers dealing primarily with research and development topics. Papers dealing with…
Descriptors: Educational Technology, Technology Uses in Education, Feedback (Response), Course Evaluation
McCall, Jeremiah – History Teacher, 2012
Simulation games can play a critical role in enabling students to navigate the problem spaces of the past while simultaneously critiquing the models designers offer to represent those problem spaces. There is much to be gained through their use. This includes rich opportunities for students to engage the past as independent historians; to consider…
Descriptors: History Instruction, Simulation, Educational Games, Models
Eichenberg, Christiane, Ed. – InTech, 2012
This book has an aim to present latest applications, trends and developments of virtual reality technologies in three humanities disciplines: in medicine, psychology and pedagogy. Studies show that people in both educational as well as in the medical therapeutic range expect more and more that modern media are included in the corresponding demand…
Descriptors: Computer Simulation, Medicine, Psychology, Instruction
Howell, Gina – Online Submission, 2012
For this project I worked with twelve of my fourth grade students from a local school in the southwestern part of Stokes County, North Carolina on increasing their vocabulary skills through the development and implementation of seven vocabulary strategies. During the Literature Review I came across the following seven strategies: Prediction;…
Descriptors: Reading Instruction, Semantics, Observation, Vocabulary
Hense, Jan; Mandl, Heinz – International Association for Development of the Information Society, 2012
This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…
Descriptors: Foreign Countries, Educational Games, Electronic Publishing, Feedback (Response)
Reding, Viviane – European Union, 2012
Public forums and shared spaces in which citizens can debate and deliberate have always constituted essential elements of a democratic society. Today, the Europe for Citizens Programme serves to create a modern European agora. Launched in 2007, the programme supports initiatives that bring people together in international and intercultural…
Descriptors: Intercultural Communication, Foreign Countries, Games, Video Technology
Durall, E.; Gros, B.; Maina, M.; Johnson, L.; Adams Becker, S. – New Media Consortium, 2012
This report reflects a multi-year collaborative effort between the New Media Consortium (NMC) and the eLearn Center of the Universitat Oberta de Catalunya to help inform Iberoamerican educational leaders about significant developments in technologies supporting teaching, learning, and research in tertiary education. The report was produced to…
Descriptors: Foreign Countries, Technology Uses in Education, Technological Advancement, Educational Technology
Hofferth, Sandra L.; Moon, Ui Jeong – Journal of Research on Adolescence, 2012
Adolescents' time spent messaging, exploring websites, and studying on the computer increased between 2003 and 2008. Using data from the Panel Study of Income Dynamics Child Development Supplement, this study examines how such changes have influenced individual achievement and behavior from childhood to adolescence. Greater communications and…
Descriptors: Academic Achievement, Minority Group Children, Child Development, Computer Mediated Communication
Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2009
Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…
Descriptors: Electronic Learning, Educational Games, Models, Barriers
Arakji, Reina Y. – ProQuest LLC, 2009
The first decade of the twenty-first century has seen dramatic advances in Internet technologies. Digital social spaces have emerged as popular Internet applications that are radically changing how firms and consumers of digital content interact. In the first chapter "Research Agenda" I introduce my research and the context within which it is…
Descriptors: Economic Research, Video Games, Industry, Innovation
Weatherly, Jeffrey N.; Thompson, Bradley J.; Hodny, Marisa; Meier, Ellen – Journal of Applied Behavior Analysis, 2009
In a simulated casino environment, 6 nonpathological women played concurrently available commercial slot machines programmed to pay out at different rates. Participants did not always demonstrate preferences for the higher paying machine. The data suggest that factors other than programmed or obtained rate of reinforcement may control gambling…
Descriptors: Behavior Problems, Females, Games, Probability
Barker, Andrew T. – College Mathematics Journal, 2009
The traveler's dilemma is a generalization of the prisoner's dilemma which shows clearly a paradox of game theory. In the traveler's dilemma, the strategy chosen by analysis and theory seems obviously wrong intuitively. Here we develop a measure of evolutionary stability and show that the evolutionarily stable equilibrium is in some sense not very…
Descriptors: Game Theory, Mathematics Instruction, Mathematical Concepts, College Mathematics
Chatham, Doug – College Mathematics Journal, 2009
The "N" queens problem is a classic puzzle. It asks for an arrangement of "N" mutually non-attacking queens on an "N" x "N" chessboard. We discuss a recent variation called the "N" + "k" queens problem, where pawns are added to the chessboard to allow a greater number of non-attacking queens to be placed on it. We describe some of what is known…
Descriptors: Puzzles, Mathematics Instruction, Teaching Methods, Games
Lafond, Daniel; Lacouture, Yves; Cohen, Andrew L. – Psychological Review, 2009
The authors present 3 decision-tree models of categorization adapted from T. Trabasso, H. Rollins, and E. Shaughnessy (1971) and use them to provide a quantitative account of categorization response times, choice proportions, and typicality judgments at the individual-participant level. In Experiment 1, the decision-tree models were fit to…
Descriptors: Reaction Time, Classification, Models, Statistical Analysis
Fischer, Ilan – Journal of Experimental Psychology: General, 2009
Subjective expected relative similarity (SERS) is a descriptive theory that explains cooperation levels in single-step prisoner's dilemma (PD) games. SERS predicts that individuals cooperate whenever their "subjectively perceived similarity" with their opponent exceeds a situational index, namely the game's "similarity threshold." A thought…
Descriptors: Cues, Semantics, Cooperation, Experiments

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