Publication Date
| In 2026 | 6 |
| Since 2025 | 630 |
| Since 2022 (last 5 years) | 3104 |
| Since 2017 (last 10 years) | 7003 |
| Since 2007 (last 20 years) | 11821 |
Descriptor
| Educational Games | 9530 |
| Teaching Methods | 5522 |
| Games | 5085 |
| Foreign Countries | 4935 |
| Video Games | 2758 |
| Computer Games | 2604 |
| Game Based Learning | 2577 |
| Educational Technology | 2424 |
| Learning Activities | 2186 |
| Student Attitudes | 2064 |
| Simulation | 2015 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 2430 |
| Teachers | 1548 |
| Students | 184 |
| Researchers | 175 |
| Parents | 157 |
| Media Staff | 61 |
| Administrators | 55 |
| Policymakers | 40 |
| Counselors | 17 |
| Community | 14 |
| Support Staff | 7 |
| More ▼ | |
Location
| Turkey | 482 |
| Australia | 362 |
| Taiwan | 299 |
| Canada | 273 |
| United Kingdom | 237 |
| Spain | 235 |
| China | 210 |
| Indonesia | 198 |
| United States | 174 |
| California | 162 |
| Germany | 145 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 20 |
| Meets WWC Standards with or without Reservations | 31 |
| Does not meet standards | 17 |
Johnson, W. Lewis – International Journal of Artificial Intelligence in Education, 2010
The Tactical Language and Culture Training System (TLCTS) helps learners acquire basic communicative skills in foreign languages and cultures. Learners acquire communication skills through a combination of interactive lessons and serious games. Artificial intelligence plays multiple roles in this learning environment: to process the learner's…
Descriptors: Second Language Learning, Educational Games, Intelligent Tutoring Systems, Artificial Intelligence
Mangen, Anne – Contemporary Issues in Early Childhood, 2010
This article presents some theoretical-methodological reflections on the current state of the art of research on information and communication technology (ICT) in early childhood education. The implementation of ICT in preschool has triggered considerable research activity on the educational potential of digital technologies. Numerous projects and…
Descriptors: Early Childhood Education, Phenomenology, Computer Uses in Education, Educational Technology
Mortensen, Torill Elvira – E-Learning and Digital Media, 2010
Digital game-players devote a large amount of their time to discovering rules hidden in the code and discoverable through empirical study, experiments, and developing or rediscovering the mathematical formulae governing the code. They do this through their own independent play as they test areas, gear and abilities, through data mining using…
Descriptors: Learning Strategies, Play, Internet, Game Theory
Ceranoglu, Tolga Atilla – Academic Psychiatry, 2010
Objective: Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with…
Descriptors: Play, Video Games, Pain, Cognitive Restructuring
Lotan, Meir; Yalon-Chamovitz, Shira; Weiss, Patrice L. – Research in Developmental Disabilities: A Multidisciplinary Journal, 2010
Individuals with intellectual and developmental disabilities (IDD) are in need of effective and motivating physical fitness training programs. The aim was to test the effectiveness of a virtual reality (VR)-based exercise program in improving the physical fitness of adults with severe IDD when implemented by on-site caregivers. A research group (N…
Descriptors: Metabolism, Exercise, Computer Uses in Education, Video Games
Sherrell, Linda; Krishna, Bhagavathy; Velaga, Natasha; Vejandla, Pavan; Satharla, Mahesh – Journal of Computers in Mathematics and Science Teaching, 2010
Agile methodologies have become increasingly popular among software developers as evidenced by industrial participation at related conferences. The popularity of agile practices over traditional techniques partly stems from the fact that these practices provide for more customer involvement and better accommodate rapidly changing requirements,…
Descriptors: Computer Software, Methods, Independent Study, Graduate Students
Ruiz-Olivares, Rosario; Pino, M. Jose; Herruzo, Javier – Psychology in the Schools, 2010
Disruptive behavior can waste a great deal of teaching time in the classroom, leading to feelings of frustration in teachers and an increase in academic failure among pupils. Prior research indicates that intervening in these kinds of behaviors improves the classroom atmosphere and facilitates the learning process. With this in mind, the aims of…
Descriptors: Behavior Problems, Intervention, Foreign Countries, Teaching Methods
Kato, Fumitoshi – Simulation & Gaming, 2010
Over the past few years, the notion of "facilitation" has been increasingly gaining attention and acceptance in Japan, especially in the context of education and training. Today, Japanese educators think and talk about facilitation, even if it is not yet clear what facilitation is. Interestingly enough, the term "facilitation"…
Descriptors: Interpersonal Communication, Foreign Countries, Japanese, Training
Bickford, Rebekah S. – Communique, 2010
This fall, the U.S. Supreme Court will hear arguments in a case that promises to affect the lives of many children. Up for debate is whether a law aimed at curbing children's access to violent video games violates their constitutional right to free speech. Signed 5 years ago by Governor Schwarzenegger, the California statute, which has yet to take…
Descriptors: Racquet Sports, Sexual Abuse, Video Games, Computer Simulation
Spencer-Cavaliere, Nancy; Watkinson, E. Jane – Adapted Physical Activity Quarterly, 2010
This study explored the perspectives of children with disabilities regarding the concept of inclusion in physical activity. Participants were children (two girls, nine boys, M[subscript age] = 10 years, five months, age range: 8-12 years) with disabilities, including cerebral palsy, fine and gross motor delays, developmental coordination disorder,…
Descriptors: Physical Education, Play, Physical Activities, Leisure Time
Parry, Becky – English Teaching: Practice and Critique, 2010
This article draws on data from research with six ten-year-old children investigating the role of film and media in developing understandings of narrative. I present an account of one of the children, Connor (his chosen pseudonym), whose experiences represent a telling case of the dissonance found between children's knowledge and experience of…
Descriptors: Story Telling, Cartoons, Young Children, Personal Narratives
Snow, Cason E. – Community & Junior College Libraries, 2010
The ubiquity of video games in today's society presents unique challenges and opportunities for librarians and faculty. A significant subset of video games use historical periods as a setting, some with greater adherence to history than others. Many students are playing these games and bringing preconceived ideas of the historical period to the…
Descriptors: World History, Asian History, Video Games, Libraries
Marsh, Jackie – Journal of Early Childhood Research, 2010
Virtual worlds for children are becoming increasingly popular, and yet there are few accounts of children's use of these worlds. Young children are spending increasing amounts of time online as technology continues to create significant changes in social and cultural practices in the 21st century. Some of children's online interactions can be…
Descriptors: Play, Internet, Web Sites, Information Technology
Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine – International Journal of Virtual and Personal Learning Environments, 2012
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…
Descriptors: Computer Games, Role Playing, Second Language Learning, Computer Simulation
McKeown, Sally; McGlashon, Angela – Routledge, Taylor & Francis Group, 2012
This practical teachers' guide will help you to unlock the enormous potential of new technology in order to enhance pupils' learning, particularly for young people with additional needs. Written by two of the UK's leading technology experts, this new resource will enable you to use ICT effectively to make lessons more accessible, motivating and…
Descriptors: Inclusion, Mainstreaming, Educational Technology, Technology Integration

Peer reviewed
Direct link
