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Blais, Julie J.; Craig, Wendy M.; Pepler, Debra; Connolly, Jennifer – Journal of Youth and Adolescence, 2008
The purpose of this study was to determine whether using the Internet for different activities affects the quality of close adolescent relationships (i.e., best friendships and romantic relationships). In a one-year longitudinal study of 884 adolescents (Mean age = 15, 46% male), we examined whether visiting chat rooms, using ICQ, using the…
Descriptors: Friendship, Adolescents, Internet, Interpersonal Relationship
Sell, Katie; Lillie, Tia; Taylor, Julie – Journal of American College Health, 2008
Objective: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. Participants and Methods: Nineteen male college students-12 experienced "Dance Dance Revolution" (DDR) players and 7…
Descriptors: Expenditures, Metabolism, College Students, Physical Activity Level
Lacasa, Pilar; Martinez, Rut; Mendez, Laura – Linguistics and Education: An International Research Journal, 2008
The general aim of this paper is to examine how videogames, supported by conversations and theatrical performances in the classroom, can contribute to the development of narrative thought as present in written compositions in various contexts. Given that one of the primary ecological influences on children is the mass media, we discuss how media…
Descriptors: Video Games, Action Research, Research Methodology, Mass Media
Kebritchi, Mansureh; Hirumi, Atsusi – Computers & Education, 2008
This study examines the pedagogical foundations of modern educational (computer video) games. Specifically, Cooper's [Cooper, H. (1985, Mar 31-April 4). A taxonomy of literature reviews. In Paper presented at the American Educational Research Association, Chicago, IL] literature review framework was used to locate and examine relevant literature…
Descriptors: Computers, Educational Games, Literature Reviews, Educational Strategies
McNeil, Michele – Education Week, 2008
This article reports that amid tight budgets and shrinking revenue, states are wagering that voters in next month's elections will agree to expand state-sanctioned gambling in exchange for increased school aid. Initiatives on six state ballots Nov. 4 involve gambling revenue intended to raise money for everything from community college funding and…
Descriptors: Elementary Secondary Education, Elections, Educational Finance, Unions
Ke, Fengfeng – Educational Technology Research and Development, 2008
This article reports findings on a study of educational computer games used within various classroom situations. Employing an across-stage, mixed method model, the study examined whether educational computer games, in comparison to traditional paper-and-pencil drills, would be more effective in facilitating comprehensive math learning outcomes,…
Descriptors: Computers, Educational Games, Metacognition, Mathematics Achievement
Bertram, Kathryn Berry – Science Scope, 2008
The National Science Foundation-funded Arctic Climate Modeling Program (ACMP) provides "curriculum resource-based professional development" materials that combine current science information with practical classroom instruction embedded with "best practice" techniques for teaching science to diverse students. The Sea Ice Board…
Descriptors: Science Instruction, Teaching Methods, Educational Games, Climate
Ito, Mizuko – MIT Press (BK), 2009
Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In "Engineering Play," Mizuko Ito…
Descriptors: Computers, Educational Technology, Play, Computer Software
Thorne, Steven L.; Black, Rebecca W.; Sykes, Julie M. – Modern Language Journal, 2009
In recent years, there has been a great deal of research and pedagogical experimentation relating to the uses of technology in second (L2) and foreign language education. The majority of this research has usefully described and examined the efficacy of in-class and directly classroom-related uses of technology. This article broadens the scope of…
Descriptors: Socialization, Creative Activities, Second Language Learning, Virtual Classrooms
Rasanen, Pekka; Salminen, Jonna; Wilson, Anna J.; Aunio, Pirjo; Dehaene, Stanislas – Cognitive Development, 2009
We present results of a computer-assisted intervention (CAI) study on number skills in kindergarten children. Children with low numeracy skill (n = 30) were randomly allocated to two treatment groups. The first group played a computer game (The Number Race) which emphasized numerical comparison and was designed to train number sense, while the…
Descriptors: Intervention, Numeracy, Computer Assisted Instruction, Educational Games
Chin, Jeffrey; Dukes, Richard; Gamson, William – Simulation & Gaming, 2009
This article examines the state of assessment in simulation and gaming over the past 40 years. While assessment has come slowly to many disciplines, members of the simulation and gaming community have been assessing the educational effectiveness of their experiential activities for years, in part because of skepticism from more traditional…
Descriptors: Simulation, Evaluation Research, Meta Analysis, Bibliometrics
Klabbers, Jan H. G. – Simulation & Gaming, 2009
Since its introduction in academia and professional practice during the 1950s, gaming has been linked to simulation. Although both fields have a few important characteristics in common, they are distinct in their form and underlying theories of knowledge and methodology. Nevertheless, in the literature, hybrid terms such as "gaming/simulation" and…
Descriptors: Educational Games, Figurative Language, Simulation, Definitions
Papastergiou, Marina – Computers & Education, 2009
This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of…
Descriptors: Meta Analysis, Literature Reviews, Computer Uses in Education, Video Games
Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Computers & Education, 2009
Previous studies have pointed out that computer games could improve students' motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational…
Descriptors: Educational Games, Computer Simulation, Learning Motivation, Interpersonal Relationship
Hense, Jan; Kriz, Willy Christian; Wolfe, Joseph – Simulation & Gaming, 2009
Evaluations of gaming simulations and business games as teaching devices are typically end-state driven. This emphasis fails to detect how the simulation being evaluated does or does not bring about its desired consequences. This paper advances the use of a logic model approach, which possesses a holistic perspective that aims at including all…
Descriptors: Models, Logical Thinking, Business Education, Teaching Methods

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