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Lin, Wan-Ying; Cheong, Pauline Hope; Kim, Yong-Chan; Jung, Joo-Young – Journal of Adolescent Research, 2010
Asian youths are embracing communication technologies at a burgeoning rate, yet interesting differences in Internet access and use exist among this younger generation. Our empirical investigation provides a rich and comparative look into what Asian youths do online, with an emphasis on an understudied area: their civic uses of new media. Data…
Descriptors: Citizenship, Games, Foreign Countries, Internet
Bielaczyc, Katerine; Kapur, Manu – Educational Technology, 2010
Education in the Knowledge Age calls for engaging students in creative work with knowledge. A major implication for research and design in the learning sciences is that the necessary shift is not simply technological or pedagogical, but essentially epistemological (Brown, 2007). In this article, the authors view such creative work with knowledge…
Descriptors: Play, Educational Change, Foreign Countries, Social Scientists
Walsh, Mark – Education Week, 2010
Arizona's variation on government vouchers for religious schools and California's prohibition on the sale of violent video games to minors present the top two cases with implications for education in the U.S. Supreme Court term that formally begins Oct. 4. New Justice Elena Kagan brings to the court extensive education policy experience as a…
Descriptors: Educational Vouchers, Video Games, Court Litigation, Federal Courts
Cassar, Anna Garito; Jang, Eunice Eunhee – Australian Journal of Learning Difficulties, 2010
The purpose of this small-scale exploratory study was to examine the effects of using a game-based instructional approach to teach word recognition and spelling to Grade 6 students with reading disabilities (RD) and attention deficit disorders. Treatment and comparison groups were formed. The students were placed in either a traditional spelling…
Descriptors: Reading Difficulties, Spelling, Phonological Awareness, Attention Deficit Disorders
Liang, Chaoyun; Lee, Yuan-Zone; Chou, Wen-Shou – Educational Technology, 2010
The integration of game playing with online education has recently become one of the most discussed issues in the e-learning field for its potentially positive impact on the development of related industries and on the social lives of young people. In this article, the authors propose a set of design considerations to assist game-based learning…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Technology Integration
Vander Schee, Carolyn J.; Boyles, Deron – Sport, Education and Society, 2010
In this paper we explore "exergaming" in schools, the latest trend influencing the physical education (PE) curriculum. Throughout the paper we investigate the various proponents of exergaming including the gaming industry, academic researchers and PE teachers. Our inquiry takes a closer look at exergaming as a pedagogical trend and…
Descriptors: Physical Education, Obesity, Interests, Teaching Methods
Moomaw, Sally; Carr, Victoria; Boat, Mary; Barnett, David – Teaching Children Mathematics, 2010
A child's demonstration of his conceptual understanding of number bodes well for his future success in school mathematics. As youngsters' thinking becomes more logical, they apply one-to-one correspondence relationships to quantification. Yet, reliable assessment of young children's mathematical ability is difficult because of social and emotional…
Descriptors: Preschool Curriculum, Mathematics Education, Preschool Children, Accountability
Gonzalez, Carina S.; Blanco, Francisco – Simulation & Gaming, 2008
Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players…
Descriptors: Constructivism (Learning), Video Games, Educational Games, Integrated Curriculum
Siegler, Robert S.; Ramani, Geetha B. – Developmental Science, 2008
The numerical knowledge of children from low-income backgrounds trails behind that of peers from middle-income backgrounds even before the children enter school. This gap may reflect differing prior experience with informal numerical activities, such as numerical board games. Experiment 1 indicated that the numerical magnitude knowledge of…
Descriptors: Games, Number Concepts, Low Income Groups, Educational Games
Jeffrey Jacobson – ProQuest LLC, 2008
This study explored whether students benefited from an immersive panoramic display while studying subject matter that is visually complex and information-rich. Specifically, middle-school students learned about ancient Egyptian art and society using an educational learning game, "Gates of Horus," which is based on a simplified three…
Descriptors: Computer Simulation, Building Design, Experiential Learning, Visual Aids
Emanouilidis, Emanuel – International Journal of Mathematical Education in Science and Technology, 2008
Latin squares were first introduced and studied by the famous mathematician Leonhard Euler in the 1700s. Through the years, Latin squares have been used in areas such as statistics, graph theory, coding theory, the generation of random numbers as well as in the design and analysis of experiments. Recently, with the international popularity of…
Descriptors: Geometric Concepts, Statistics, Games, Mathematical Logic
Basuchoudhary, Atin; Metcalf, Christopher; Pommerenke, Kai; Reiley, David; Rojas, Christian; Rostek, Marzena; Stodder, James – Journal of Economic Education, 2008
The authors present a classroom experiment designed to illustrate key concepts of third-degree price discrimination. By participating as buyers and sellers, students actively learn (1) how group pricing differs from uniform pricing, (2) how resale between buyers limits a seller's ability to price discriminate, and (3) how preventing price…
Descriptors: Economics Education, Microeconomics, International Trade, Experiments
Barclay, Pat – Cognition, 2008
Evolutionary psychologists have proposed that humans possess cognitive mechanisms for social exchange, but have perhaps focused overmuch on "cheating", because avoiding exploitation in reciprocal exchange could be accomplished either by avoidance of defectors or by attraction to cooperators. Past studies that have claimed to support the existence…
Descriptors: Cheating, Psychologists, Cognitive Processes, Games
Folkestad, James; O'Shea, Patrick – Journal on School Educational Technology, 2011
This paper describes the results of a qualitative analysis of video captured during a dual indoor/outdoor Augmented Reality experience. Augmented Reality is the layering of virtual information on top of the physical world. This Augmented Reality experience asked students to interact with the San Diego Museum of Art and the Botanical Gardens in San…
Descriptors: Qualitative Research, Simulated Environment, Educational Games, Recreational Facilities
Rosa, Joao J.; Rosa, Ricardo D. – Peter Lang New York, 2011
Supported by critical theoretical frameworks, this book is a purposeful engagement with bodies of knowledge rooted in popular culture, yet routinely excluded from "common sense" visions of curriculum. Aimed at teachers as well as teacher-educators, the book examines areas such as Disney, African American stand-up comedy, intersections of…
Descriptors: Popular Culture, Video Games, Democracy, Educational Environment

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