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Hansen, Lisa; Sanders, Steve – ICHPER-SD Journal of Research, 2010
Although video games are often associated with sedentary behaviors, active gaming is a new genre that requires children to become physically active while playing the games. In this study six fifth grade students' experiences participating in active gaming in eight-week physical education classes were explored. Qualitative methods of interviews,…
Descriptors: Physical Education, Physical Activities, Video Games, Persistence
Dahlstedt, Magnus; Tesfahuney, Mekonnen – Journal for Critical Education Policy Studies, 2010
In this paper the authors focus on the consequences of economies and cultures of speculation in the field of education. Education is one of the arenas where the logics of speculation are being played out. It is argued that the major shifts in educational policy over the past decades in Sweden derive from what Ian Baucom aptly called…
Descriptors: Game Theory, Outcomes of Education, Role of Education, Foreign Countries
Gutwill, Joshua P.; Allen, Sue – Science Education, 2010
We describe a study of programs to deepen families' scientific inquiry practices in a science museum setting. The programs incorporated research-based learning principles from formal and informal educational environments. In a randomized experimental design, two versions of the programs, called "inquiry games," were compared to two control…
Descriptors: Museums, Exhibits, Effect Size, Inquiry
Lang, Quek Choon – Australasian Journal of Educational Technology, 2010
This study aims to replicate and extend a previous study which was conducted on primary school students' asynchronous online project-based learning. In this study, 276 high school students' participation and interaction in a project-based learning environment was mediated by an asynchronous computer-mediated communication (CMC) tool. The students'…
Descriptors: Student Projects, Computer Mediated Communication, Interaction Process Analysis, Active Learning
Grimley, Mick; Allan, Mary – Australasian Journal of Educational Technology, 2010
Whilst prior research has identified children as avid users of new technologies, insufficient studies have explored their patterns of use. This paper investigates how New Zealand pre-teens use technology out of school and identifies a typology of technology use. Two hundred and twenty four children between 10 and 12 years of age completed a…
Descriptors: Preadolescents, Questionnaires, Information Technology, Gender Differences
Hao, Yungwei; Hong, Jon-Chao; Jong, Jyh-Tsorng; Hwang, Ming-Yueh; Su, Chao-Ya; Yang, Jin-Shin – British Journal of Educational Technology, 2010
Learning to write Chinese characters is often thought to be a very challenging and laborious task. However, new learning tools are being designed that might reduce learners' tedium. This study explores one such tool, an online program in which learners can learn Chinese characters through vision-based motion games. The learner's gestures are…
Descriptors: Instructional Design, Learning Strategies, Motion, Second Language Learning
Partington, Anthony – English Teaching: Practice and Critique, 2010
This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…
Descriptors: Media Literacy, Popular Culture, Critical Thinking, Cultural Capital
Lee, John K.; Probert, Jeffrey – Journal of Social Studies Research, 2010
This study examined an 11th grade high school class as they played the game Civilization III. Over nine class sessions students played the game in support of other activities related to several predetermined and emergent topics in U. S. history. Gameplay was whole-class oriented and involved students taking turns at the computer controlling…
Descriptors: History Instruction, United States History, High Schools, Social Studies
He, Meizi; Piche, Leonard; Beynon, Charlene; Harris, Stewart – Journal of Nutrition Education and Behavior, 2010
Objective: To investigate school-aged children's and parents' attitudes, social influences, and intentions toward excessive screen-related sedentary behavior (S-RSB). Design: A cross-sectional study using a survey methodology. Setting: Elementary schools in London, Ontario, Canada. Participants: All grades 5 and 6 students, their parents, and…
Descriptors: Television Viewing, Intervention, Video Games, Negative Attitudes
Harris, Christopher – School Library Journal, 2008
The digital age has freed information from the restrictive hierarchies of traditional cataloging methods, notably Dewey. Although libraries still deal with the challenge of physical books, online content is a different matter. Thanks to the unregulated, grassroots cataloging effort known as tagging, the Web presents a glorious chaos of…
Descriptors: Internet, Cataloging, Libraries, Classification
Cheung, Stephen L. – Journal of Economic Education, 2008
A major challenge in conducting classroom experiments for larger classes is the complexity of assembling responses and reporting feedback to students. The author demonstrates how mobile phone text messaging can be used to overcome the limitations of pencil-and-paper experiments without incurring the costs of full computerization. Students submit…
Descriptors: Telecommunications, Feedback (Response), Class Size, Educational Experiments
Erwin, Elizabeth J.; Morton, Naomi – Early Childhood Education Journal, 2008
There is growing concern regarding the amount and type of violence that young children are exposed to on a daily basis. Through media, popular toys and video games violent images are consistently present in children's lives starting at a very young age. This paper discusses (a) the growing presence of young children's exposure to media violence,…
Descriptors: Violence, Video Games, Disabilities, Young Children
Paparistodemou, Efthymia; Noss, Richard; Pratt, Dave – International Journal of Computers for Mathematical Learning, 2008
This article describes how children use an expressive microworld to articulate ideas about how to make a game seem fair with the use of randomness. Our aim in this study is to disentangle different flavours of fairness and to find out how children used each flavour to make sense of potentially complex behaviour. In order to achieve this, a spatial…
Descriptors: Older Adults, Games, Computers, Ethics
van 't Wout, M.; Sanfey, A. G. – Cognition, 2008
The human face appears to play a key role in signaling social intentions and usually people form reliable and strong impressions on the basis of someone's facial appearance. Therefore, facial signals could have a substantial influence on how people evaluate and behave towards another person in a social interaction, such as an interactive risky…
Descriptors: Cues, Trust (Psychology), Social Behavior, Interpersonal Relationship
Harris, Amanda; Yuill, Nicola; Luckin, Rosemary – British Journal of Educational Psychology, 2008
Background: Research has demonstrated that working collaboratively can have positive effects on children's learning. While key factors have been identified which influence the quality of these interactions, little research has addressed the influence of children's achievement goals on collaborative behaviour. Aims: This paper investigates the…
Descriptors: Children, Cooperation, Computers, Games

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