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Jong, Morris S. Y.; Shang, Junjie; Lee, Fong-Lok; Lee, Jimmy H. M. – International Journal of Distance Education Technologies, 2008
Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field of education and game design in recent years. This article gives an introduction to game-based…
Descriptors: Computer Games, Educational Games, Constructivism (Learning), Electronic Learning
Klopfer, Eric – MIT Press (BK), 2008
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In "Augmented Learning", Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game…
Descriptors: Electronic Learning, Video Games, Educational Games, Lifelong Learning
Ip, Barry; Jacobs, Gabriel; Watkins, Alan – Australasian Journal of Educational Technology, 2008
There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency--measured as the…
Descriptors: Undergraduate Students, Video Games, Academic Achievement, Program Effectiveness
Reiley, David H.; Urbancic, Michael B.; Walker, Mark – Journal of Economic Education, 2008
The authors present a simplified, "stripped-down" version of poker as an instructional classroom game. Although Stripped-Down Poker is extremely simple, it nevertheless provides an excellent illustration of a number of topics: signaling, bluffing, mixed strategies, the value of information, and Bayes's Rule. The authors begin with a description of…
Descriptors: Teaching Methods, Educational Games, Classroom Techniques, Case Method (Teaching Technique)
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2017
For the fortieth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. The Proceedings of AECT's Convention are published in two volumes.…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Educational Games
Thompson, William – ProQuest LLC, 2009
Conversational grounding theory proposes that language use is a form of rational joint action, by which dialog participants systematically and collaboratively add to their common ground of shared knowledge and beliefs. Following recent work applying "game theory" to pragmatics, this thesis develops a game-theoretic model of grounding that…
Descriptors: Game Theory, Pragmatics, Evaluation, Models
Morewedge, Carey K. – Journal of Experimental Psychology: General, 2009
This research investigated whether people are more likely to attribute events to external agents when events are negative rather than neutral or positive. Participants more often believed that ultimatum game partners were humans rather than computers when the partners offered unusually unfavorable divisions than unusually favorable divisions…
Descriptors: Probability, Bias, Experimental Psychology, Games
McFeetors, P. Janelle; Mason, Ralph T. – Mathematics Teacher, 2009
Pairs of students are looking at rows of pennies--laughing, talking, kidding one another about who is winning and who is making smart moves. The game, a simple game for two players, is One or Two?. The game begins with a player removing any one penny. Players then take turns, removing either a single penny or a pair of pennies from adjacent…
Descriptors: Mathematics Education, Logical Thinking, Mathematical Logic, Strategic Planning
Sezin, Fatin – Australian Mathematics Teacher, 2009
It is instructive and interesting to find hidden numbers by using different positional numeration systems. Most of the present guessing techniques use the binary system expressed as less-than, greater-than or present-absent type information. This article describes how, by employing four cards having integers 1-64 written in different colours, one…
Descriptors: Mathematics Instruction, Mathematical Concepts, Numbers, Manipulative Materials
Leman, Patrick J.; Keller, Monika; Takezawa, Masanori; Gummerum, Michaela – Social Development, 2009
Two hundred and ninety-four participants aged between 7 and 17 years of age were asked to share out money between themselves and another, imaginary group. Individual responses were recorded as well as responses after discussion in a group with two other participants. The distribution task took place in two different experimental conditions that…
Descriptors: Females, Adolescents, Gender Differences, Money Management
Apperly, Ian A.; Carroll, Daniel J. – Developmental Science, 2009
In two experiments, 330 3- to 4-year-olds competed for stickers in a game in which the optimal response strategy was to point to an empty box that their opponent would receive in order to obtain a baited box for themselves. When the baited box contained stickers, children showed a strong tendency to point at the baited box and therefore lose the…
Descriptors: Photography, Food, Responses, Cognitive Processes
Klebanoff, Abbe – School Library Journal, 2009
Toys don't belong in the library. That's probably what some people still think. But the author's library outside Philadelphia was having such a hard time attracting boys who had outgrown storytime that he and his colleagues decided to try something new. So his school started a Lego club. Since their June 2008 kickoff, they've been amazed by how…
Descriptors: Recreational Activities, Play, Emergent Literacy, Library Services
Piirainen-Marsh, Arja; Tainio, Liisa – Scandinavian Journal of Educational Research, 2009
This paper addresses additional language learning as rooted in participation in the social activity of collaborative game-play. Building on a social-interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances…
Descriptors: Interaction, Suprasegmentals, Video Games, Second Language Learning
Fletcher, Michael – Australian Senior Mathematics Journal, 2009
In this article, the author describes the format of the Con Test, an Australian television game show which followed the same general rules and game play as the UK show PokerFace. At the end of each round a contestant needs to decide whether or not he or she should fold. A contestant needs to know how likely it is that he or she is in last place.…
Descriptors: Mathematics Instruction, Teaching Methods, Probability, Mathematical Concepts
Peters, G. David – General Music Today, 2009
Readers have experienced the acceleration in music technology developments in recent years. The ease with which students and teacher can access digital audio files, video clips of music performances, and online instructional resources is impressive. Creativity "environments" were developed in a game-like format for children to experiment with…
Descriptors: Creativity, Music Education, Music, Young Children

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