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Thomas, Anna Christina; Sullivan, Gavin Brent; Allen, Felicity Catherine Louise – International Journal of Mental Health and Addiction, 2009
Although electronic gaming machine (EGM) gambling is established as a particularly risky form of gambling (Dowling, Smith and Thomas, "Addiction" 100:33-45, 2005), models of problem gambling continue to be generalist so factors and processes specific to EGM gambling can be overlooked. This study conducted semi-structured interviews with 13 EGM…
Descriptors: Addictive Behavior, Games, Interviews, Grounded Theory
Galuszka, Peter – Diverse: Issues in Higher Education, 2009
Malcolm Perdue faces a dilemma as challenging as the computer games he loves to play. The 19-year-old student at Atlanta Metropolitan College wants to learn how to become a game designer. Not only would doing so be a lot of fun, designers can make $80,000 a year early in their careers. But his school has limited options in the field. Nearby…
Descriptors: Video Games, Computers, Design, College Programs
Rollins, Karen F. – ProQuest LLC, 2012
The following study examined the difference in science vocabulary acquisition comparing computer-assisted learning and a traditional study review sheet. Fourth and fifth grade students from a suburban school in central Texas were randomly selected and randomly assigned to either experimental group or control group. Both groups were given a…
Descriptors: Vocabulary Development, Elementary School Students, Science Instruction, Computer Assisted Instruction
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Meira, A. – New Media Consortium, 2012
This report reflects a collaborative research effort to help inform Brazilian educational leaders about significant developments in technologies supporting teaching, learning, and creative inquiry in primary and secondary education. In an effort that ran from August through October 2012, a carefully selected group of 30 experts considered hundreds…
Descriptors: Foreign Countries, Elementary Secondary Education, Educational Technology, Technology Uses in Education
Sundqvist, Pia; Sylvén, Liss Kerstin – Research-publishing.net, 2012
This paper presents findings from a study investigating young Swedish learners' extramural (out-of-school) contact with English. In contemporary Sweden, the influx of English is great and research has shown that extramural contact with English correlates positively with students' proficiency in English (Olsson, 2011; Sundqvist, 2009; Sylvén,…
Descriptors: Foreign Countries, Computer Assisted Instruction, English (Second Language), Learning Activities
Kwah, Helen – Cultural Studies of Science Education, 2012
In their paper, Munoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games, Munoz and El-Hani take a more creative route and include games such as Fallout 3[R] precisely because they are popular and they reproduce ideological and…
Descriptors: Science Education, Ethics, Citizenship Education, Science Teachers
DiCamillo, Lorrei; Gradwell, Jill M. – RMLE Online: Research in Middle Level Education, 2012
In this year-long qualitative study we explore the case of two eighth grade U.S. History teachers who use simulations on a regular basis to teach heterogeneously-grouped students in a high-stakes testing environment. We describe the purposes the teachers espoused for implementing simulations and provide detailed portraits of three types of…
Descriptors: High Stakes Tests, Grade 8, Accountability, Simulation
Duncan, Ishbel; Miller, Alan; Jiang, Shangyi – British Journal of Educational Technology, 2012
Virtual worlds are an important tool in modern education practices as well as providing socialisation, entertainment and a laboratory for collaborative work. This paper focuses on the uses of virtual worlds for education and synthesises over 100 published academic papers, reports and educational websites from around the world. A taxonomy is then…
Descriptors: Foreign Countries, Educational Technology, Computer Simulation, Simulation
Chikovore, Jeremiah; Makusha, Tawanda; Muzvidziwa, Irene; Richter, Linda – Childhood Education, 2012
Children develop in several interlocking systems--in the context of their family, and within the interaction of such settings as home, school, and church (Russell, 2011). In South Africa, children's diverse backgrounds within families, neighborhoods, and sociocultural environments provide them with varied experiences and opportunities to learn.…
Descriptors: Educational Environment, Student Attitudes, Foreign Countries, Urban Areas
Mathis, Erin T.; Bierman, Karen L. – Society for Research on Educational Effectiveness, 2014
This study examines changes in parent support and child emergent literacy skills over time as children moved from Head Start into kindergarten. It compares the transactional parent-child influences in families randomly assigned in Head Start to receive an enriched home visiting program that emphasized parents as teachers relative to a control…
Descriptors: Parent Influence, School Readiness, Parents as Teachers, Early Intervention
Lin, Grace Hui Chin; Tsai, Tony Kung Wan; Chien, Paul Shih Chieh – Online Submission, 2011
Numerous scholars have recommended computer games can function as influential motivation stimulants of English learning, showing benefits as learning tools (Clarke and Dede, 2007; Dede, 2009; Klopfer and Squire, 2009; Liu and Chu, 2010; Mitchell, Dede & Dunleavy, 2009). This study aimed to further test and verify the above suggestion,…
Descriptors: Second Language Learning, Games, Student Motivation, Stimuli
Yolageldili, Gulin; Arikan, Arda – Online Submission, 2011
The primary aim of this study was to explore the effectiveness of using games in teaching grammar to young learners from the view points of Turkish EFL teachers working in primary schools. English language teacher' (n = 15) opinions were collected through a questionnaire and the results of this study demonstrated that Turkish EFL teachers have a…
Descriptors: Instructional Effectiveness, English (Second Language), Second Language Learning, Games
Makarushka, Marta Maria – ProQuest LLC, 2011
Depression during adolescence is highly prevalent with as many as 20% experiencing a major depressive episode by the age of 18. Adolescent depression causes significant impairment across life areas including school functioning, such as poor academic performance and decreased academic achievement. Despite the existence of many evidence-based…
Descriptors: Prevention, Evidence, Self Efficacy, Adolescents
Barrett, David C.; Fish, Wade W. – International Journal of Special Education, 2011
This causal-comparative study evaluated a 30-week chess instructional program implemented within special education math classes for students in the sixth, seventh, and eighth grades in a suburban middle school located in the southwestern United States. An analysis of covariance (ANCOVA) was utilized to compare the adjusted means for the comparison…
Descriptors: Grades (Scholastic), Mathematics Achievement, Program Effectiveness, Statistical Analysis
Sanchez, Jaime; Olivares, Ruby – Computers & Education, 2011
This paper presents the results obtained with the implementation of a series of learning activities based on Mobile Serious Games (MSGs) for the development of problem solving and collaborative skills in Chilean 8th grade students. Three MSGs were developed and played by teams of four students in order to solve problems collaboratively. A…
Descriptors: Foreign Countries, Experimental Groups, Control Groups, Learning Activities

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