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Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory
Erwin, Jonathan C. – ASCD, 2010
Students' success in school and later in life is highly dependent on their ability to 1) regulate their emotions and control their behavior and 2) get along with their teachers and peers. In this book, the author wants to teach you how to inspire students to learn, behave responsibly, and improve their relationships with themselves, other…
Descriptors: Student Motivation, Peer Relationship, Study Guides, Profiles
Fogel, Victoria A.; Miltenberger, Raymond G.; Graves, Rachel; Koehler, Shannon – Journal of Applied Behavior Analysis, 2010
Childhood obesity, which is due in part to lack of physical activity, is a serious concern that requires the attention of the behavioral community. Although excessive video game play has been noted in the literature as a contributor to childhood obesity, newer video gaming technology, called "exergaming", has been designed to capitalize…
Descriptors: Physical Education, Obesity, Physical Activities, Video Games
Klopfer, Eric; Sheldon, Josh – New Directions for Youth Development, 2010
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Descriptors: Computer Simulation, Games, Computer Software, Role Playing
Hernandez, Ana Beatriz; Gorjup, Maria Tatiana; Cascon, Rosalia – International Journal of Training and Development, 2010
This study analyses the role of the instructor in the e-learning process fostered by a business game. To achieve this objective, a comparative analysis was conducted with two groups of students regarding their perceptions of the instructor's role in a business game. The first group was composed of 33 participants and facilitated by an instructor…
Descriptors: Electronic Learning, Online Courses, Comparative Analysis, Learning Experience
Tahiroglu, Aysegul Yolga; Celik, Gonca Gul; Avci, Ayse; Seydaoglu, Gulsah; Uzel, Mehtap; Altunbas, Handan – Journal of Attention Disorders, 2010
Objective: The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. Method: One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour.…
Descriptors: Computers, Games, Time on Task, Scores
Moreno-Ger, Pablo; Thomas, Pilar Sancho; Martinez-Ortiz, Ivan; Sierra, Jose Luis; Fernandez-Manjon, Baltasar – Journal of Interactive Media in Education, 2007
In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. These games can be included instead of traditional content…
Descriptors: Video Games, Educational Games, Learning Modules, Computer Software
McMichael, Andrew – History Teacher, 2007
Although the use of PC games in the history classroom might be relatively new, the ideas for these assignments and the theory behind their use borrows heavily from a number of areas and combines different pedagogical techniques. Using computer games allows teachers to recombine disparate teaching threads into something novel that will serve…
Descriptors: Educational Experience, History Instruction, Teaching Methods, Computers
Pecorino, Paul – Journal of Economic Education, 2007
The author argues that the college textbook market provides a clear example of monopoly seeking as described by Tullock (1967, 1980). This behavior is also known as rent seeking. Because this market is important to students, this example of rent seeking will be of particular interest to them. (Contains 24 notes.)
Descriptors: Textbooks, Microeconomics, Competition, Economics Education
Zamboanga, Byron L.; Calvert, Barbara D.; O'Riordan, Siobhan S.; McCollum, Elan C. – Journal of Alcohol and Drug Education, 2007
The goal of this study was to investigate the structural heterogeneity of drinking games with respect to beverage type consumed, competitiveness, intoxication level, and game duration, as well as the motives for participation in different games and their relevance to intoxication level while playing. Participants were female students ( N = 162; M…
Descriptors: Drinking, Games, College Students, Females
Peris, Miguel – Journal of Chemical Education, 2007
A puzzle was developed as a resource for teaching intermediate chemistry students where they need to use general intelligence and logic skills. The puzzle involves identification of name, age, subdiscipline of chemistry and position of 6 students around the table by using certain data provided to them.
Descriptors: Problem Solving, Chemistry, Science Instruction, Puzzles
Kagle, Jeanne; Hay, Anthony G. – American Biology Teacher, 2007
Horizontal gene transfer, the exchange of genetic material between bacteria, is a potentially important factor in the degradation of synthetic compounds introduced to the environment and in the acquisition of other characteristics including antibiotic resistance. This game-based activity illustrates the role of horizontal gene transfer in the…
Descriptors: Microbiology, Genetics, Science Instruction, Educational Games
Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video
Boocock, Sarane S., Ed.; Schild, E.O., Ed. – 1968
Simulation games serve many functions, but the important one to educators is that they present the student player with a real-life situation allowing him to use his knowledge and abilities while discovering decision-making skills for himself. To provide a basic reference on simulation gaming, essays on various aspects of games were collected from…
Descriptors: Computer Assisted Instruction, Counseling, Decision Making Skills, Economics
IEEE Conference on Software Engineering Education and Training, Proceedings (MS), 2012
The Conference on Software Engineering Education and Training (CSEE&T) is the premier international peer-reviewed conference, sponsored by the Institute of Electrical and Electronics Engineers, Inc. (IEEE) Computer Society, which addresses all major areas related to software engineering education, training, and professionalism. This year, as…
Descriptors: Computer Science Education, Engineering Education, Computer Software, Conferences (Gatherings)

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