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Chamberlain, Leslie J.; Weinberger, Morris – Instructor, 1971
Descriptors: Discipline, Games
Lipovetsky, Stan; Conklin, Michael – International Journal of Mathematical Education in Science and Technology, 2005
A regular problem in regression analysis is estimating the comparative importance of the predictors in the model. This work considers the 'net effects', or shares of the predictors in the coefficient of the multiple determination, which is a widely used characteristic of the quality of a regression model. Estimation of the net effects can be a…
Descriptors: Game Theory
Weisskirch, Robert S. – International Journal for the Scholarship of Teaching and Learning, 2009
The beginning of advanced courses often requires a review of fundamental concepts. Such review is often tedious and boring for both student and instructor. Instead, an active learning exercise such as a modified Bingo exercise can serve to review and re-educate at the same time. Ninety-two university students rated their understanding of…
Descriptors: Fundamental Concepts, Advanced Courses, Learning Activities, Educational Games
Collins, Allan; Halverson, Richard – Teachers College Press, 2009
The digital revolution has hit education, with more and more classrooms plugged into the whole wired world. But are schools making the most of new technologies? Are they tapping into the learning potential of today's Firefox/Facebook/cell phone generation? Have schools fallen through the crack of the digital divide? In "Rethinking Education in the…
Descriptors: Distance Education, Home Schooling, Educational Change, Social Networks
Farmer, Lesley; Murphy, Nora – Educational Media and Technology Yearbook, 2009
Egaming reveals gender-linked issues that need to be addressed explicitly in order to ensure gender equity when incorporating egames and egaming elements into school library programs. Egaming traditionally connoted male dominance. Teacher librarians (TL) should consider factors in egaming that repel and attract females in order to can set up…
Descriptors: Females, Equal Education, School Libraries, Educational Technology
Yoder, Maureen Brown – Learning & Leading with Technology, 2009
For a kindergarten teacher trying to find a new way to help his/her students learn about shapes and patterns or a high school science teacher hoping to bring ecology alive, there is a tool that could be just right for them. This article presents five learning tools that have the potential to transform lessons: (1) Lego Education's WeDo Robotics…
Descriptors: Virtual Classrooms, Young Children, Toys, Instructional Materials
Neville, David O.; Shelton, Brett E.; McInnis, Brian – Computer Assisted Language Learning, 2009
The essay reports on a mixed-methods study using an interactive fiction (IF) game to teach German vocabulary, reading, and culture to university students. The study measured knowledge retention and transfer, and evaluated the attitudes of students toward the game. The results tentatively indicate that contextualized, immersive role play may have…
Descriptors: Teaching Methods, Computer Assisted Instruction, Conventional Instruction, German
Fleck, Bethany K. B.; Hussey, Heather D. – Journal on Excellence in College Teaching, 2009
The authors describe an original and unique series of classroom group-work activities organized as a competitive game called "Project Psychology," which was implemented in an Introduction to Psychology course. The project goals included increasing student participation, interest, content comprehension, and motivation. Fostering…
Descriptors: Psychology, College Instruction, Competition, Group Activities
Barrett, Ralph V.; Meaghan, Diane E.; Doughty, Howard A. – College Quarterly, 2009
Anyone who already regards college education as a business should have no trouble with corollary notion that marketing is essential to success. In the information and service industries including education, marketing depends more upon image than it does in resource extraction, refining and manufacturing. In this article, the authors focus on Diana…
Descriptors: College Students, Marketing, Student Recruitment, Educational Change
Nisbet, Steven; Williams, Anne – Australian Mathematics Teacher, 2009
A study was undertaken to implement a series of chance games and activities in a Year 7 classroom, and investigate the students' knowledge about probability concepts, as well as their attitudes to chance. Initially, the project involved selecting a set of appropriate learning activities to develop key probability concepts which are integral to the…
Descriptors: Student Attitudes, Learning Experience, Student Motivation, Probability
Hall, Leslie D.; Sanderville, James Mountain Chief – Educational Technology, 2009
Video games are explored as a means of reviving dying indigenous languages. The design and production of the place-based United Sugpiaq Alutiiq (USA) video game prototype involved work across generations and across cultures. The video game is one part of a proposed digital environment where Sugcestun speakers in traditional Alaskan villages could…
Descriptors: Video Games, Languages, Traditionalism, Language Maintenance
Coller, B. D.; Scott, M. J. – Computers & Education, 2009
One of the core courses in the undergraduate mechanical engineering curriculum has been completely redesigned. In the new numerical methods course, all assignments and learning experiences are built around a video/computer game. Students are given the task of writing computer programs to race a simulated car around a track. In doing so, students…
Descriptors: Concept Mapping, Methods Courses, Undergraduate Study, Video Games
Thorell, Lisa B.; Lindqvist, Sofia; Nutley, Sissela Bergman; Bohlin, Gunilla; Klingberg, Torkel – Developmental Science, 2009
Executive functions, including working memory and inhibition, are of central importance to much of human behavior. Interventions intended to improve executive functions might therefore serve an important purpose. Previous studies show that working memory can be improved by training, but it is unknown if this also holds for inhibition, and whether…
Descriptors: Control Groups, Preschool Children, Inhibition, Short Term Memory
Wohlwend, Karen E. – Journal of Early Childhood Literacy, 2009
In this article, semiotic analysis of children's practices and designs with video game conventions considers how children use play and drawing as spatializing literacies that make room to import imagined technologies and user identities. Microanalysis of video data of classroom interactions collected during a three year ethnographic study of…
Descriptors: Conferences (Gatherings), Play, Video Games, Ethnography
Kebritchi, Mansureh; Hirumi, Atsusi; Kappers, Wendi; Henry, Renee – British Journal of Educational Technology, 2009
This paper identifies resources to be included in a website designed to facilitate the integration of instructional games in K-12 settings. Guidelines and supporting components are based on a survey of K-12 educators who are integrating games, an analysis of existing instructional game websites, and summaries of literature on the use of…
Descriptors: Curriculum Development, Educational Games, Elementary Secondary Education, Educational Technology

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