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Zheng, Meixun – ProQuest LLC, 2012
This mixed methods study examined the flow experience of 5th graders in the CRYSTAL ISLAND game-based science learning environment. Participants were 73 5th graders from a suburban public school in the southeastern US. Quantitative data about students' science content learning and attitudes towards science was collected via pre-and post surveys.…
Descriptors: Educational Games, Science Education, Elementary School Science, Elementary School Students
Zheng, Dongping; Newgarden, Kristi; Young, Michael F. – ReCALL, 2012
Applying Communicative Project theory (Linell, 2009), we identify and distinguish between the different coordination and language activities that emerged during an episode of "World of Warcraft" ("WoW") gameplay involving English Language learners (ELLs). We further investigate ELLs' coordinations between killing and caring, self and others, in…
Descriptors: Caring, English (Second Language), Classroom Environment, Second Language Learning
Hamlen, Karla R. – Computers & Education, 2012
In this study, an online survey was utilized to investigate relationships among participants' willingness to cheat in academic or business settings and the strategies they tend to utilize in video game play. 113 participants completed the survey, and 86 students (23 middle school, 44 high school, 8 college undergraduate, and 11 graduate) yielded…
Descriptors: Influence of Technology, Video Games, Factor Analysis, Cheating
Seagull, F. Jacob – Journal of Continuing Education in the Health Professions, 2012
Human factors (HF) is a discipline often drawn upon when there is a need to train people to perform complex, high-stakes tasks and effectively assess their performance. Complex tasks often present unique challenges for training and assessment. HF has developed specialized techniques that have been effective in overcoming several of these…
Descriptors: Medical Education, Professional Continuing Education, Training Methods, Guidelines
Vernadakis, Nikolaos; Gioftsidou, Asimenia; Antoniou, Panagiotis; Ioannidis, Dionysis; Giannousi, Maria – Computers & Education, 2012
The purpose of this study was to determine whether there is a difference between an exergame-based and a traditional balance training program, in undergraduate Physical Education students. Thirty two third-year undergraduate students at the Democritus University of Thrace were randomly divided into two training program groups of 16 students each,…
Descriptors: Foreign Countries, Undergraduate Students, Physical Education, Exercise
Chung, Stephanie F. – Reading Matrix: An International Online Journal, 2012
A major reading-achievement gap exists between English language learners and English-only students. In order for ELLs to experience school success, they must achieve English language proficiency. This article presents why vocabulary acquisition plays the most vital role in ELLs' learning of the English language. Factors include the severity and…
Descriptors: Achievement Gap, English (Second Language), Second Language Learning, Language Proficiency
Hunter, Elizabeth M.; Jordan, Hope M. – Journal on School Educational Technology, 2009
This paper addresses both the need and benefit of using technology in our K-12 and higher education settings. It also provides suggestions and samples for application of modern technology in schools. Teachers will be challenged to advance their lessons using technology that students are already familiar with and using in their personal lives.…
Descriptors: Elementary Secondary Education, Educational Technology, Technology Uses in Education, Interactive Video
Reynolds, Rebecca; Chiu, Ming Ming – Learning, Media and Technology, 2013
This paper explored informal (after-school) and formal (elective course in-school) learning contexts as contributors to middle-school student attitudinal changes in a guided discovery-based and blended e-learning program in which students designed web games and used social media and information resources for a full school year. Formality of the…
Descriptors: Middle School Students, After School Programs, Attitude Change, Discovery Learning
Scarlatos, Tony – Journal of Educational Technology Systems, 2013
Exploring the Solar System in the elementary school curriculum has traditionally involved activities, such as building scale models, to help students visualize the vastness of space and the relative size of the planets and their orbits. Today, numerous websites provide a wealth of information about the sun and the planets, combining text, photos,…
Descriptors: Multimedia Instruction, Computer Software, Computer Simulation, Educational Games
Arias, Jose L.; Argudo, Francisco M.; Alonso, Jose I. – Research Quarterly for Exercise and Sport, 2009
We examined the game dynamics in minibasketball when comparing two different forms of the 3-point line. During the first competition, participants used a 3-point line delimited by the free-throw lane, and 1,642 ball possessions were recorded. During the second competition, participants played with a 3-point line delimited by a rectangular area,…
Descriptors: Team Sports, Womens Athletics, Games, Competition
Onifade, Ademola; Keinde, Idou; Kehinde, Eunice – ICHPER-SD Journal of Research, 2009
The purpose of this paper was to examine the relationship between job satisfaction levels of sports officers and sports performance of secondary schools in Lagos State. Data were collected from 200 subjects across 10 Local Education Districts. Job Descriptive Index was used to determine job satisfaction while performance in the Principals' Soccer…
Descriptors: Secondary Schools, Job Satisfaction, Athletic Coaches, Performance
Charles, Marie-Therese; Bustard, David; Black, Michaela – Electronic Journal of e-Learning, 2009
Student engagement is crucial to the success of e-learning but is often difficult to achieve in practice. One significant factor is the quality of the learning content; also important, however, is the suitability of the process through which that material is studied. In recent years much research has been devoted to improving e-learning content…
Descriptors: Electronic Learning, Learner Engagement, Computers, Games
Walter, Marion – Mathematics Teaching, 2009
The author discusses how she made up some dice problems for a child's birthday. She presents some activities that can be used with younger and older children based on dice. (Contains 4 figures.)
Descriptors: Arithmetic, Mathematics Instruction, Learning Activities, Educational Games
Quiroga, M. A.; Herranz, M.; Gomez-Abad, M.; Kebir, M.; Ruiz, J.; Colom, Roberto – Computers & Education, 2009
Here we test if playing video-games require intelligence. Twenty-seven university undergraduate students were trained on three games from Big Brain Academy (Wii): Calculus, Backward Memory and Train. Participants did not have any previous experience with these games. General intelligence was measured by five ability tests before the training…
Descriptors: Undergraduate Students, Intelligence, Individual Differences, Memory
Kiesel, Andrea; Kunde, Wilfried; Pohl, Carsten; Berner, Michael P.; Hoffmann, Joachim – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2009
Expertise in a certain stimulus domain enhances perceptual capabilities. In the present article, the authors investigate whether expertise improves perceptual processing to an extent that allows complex visual stimuli to bias behavior unconsciously. Expert chess players judged whether a target chess configuration entailed a checking configuration.…
Descriptors: Visual Stimuli, Memory, Cognitive Processes, Behavior

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