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Haste, Helen – Curriculum Journal, 2009
This article addresses the competences needed in twenty-first-century life, especially in relation to civic participation, and the educational requirements to foster them in young people. New technologies are widely used by young people for informal social interaction, video game-playing and giving voice to their views. Incorporation of these…
Descriptors: Video Games, Citizenship Education, Interpersonal Relationship, Interaction
Thomas, Camille; Fellingham, Gilbert; Vehrs, Pat – Measurement in Physical Education and Exercise Science, 2009
The purposes of this study were to develop a notational system to evaluate passing, dribbling, first touch, and individual defensive skills as they relate to success during women's soccer games and to develop a statistical model to weigh the importance of each skill on creating scoring opportunities. Sequences of skills in ten games of a National…
Descriptors: Team Sports, Females, College Athletics, Skill Analysis
McCrary, Donald – Journal of Basic Writing (CUNY), 2009
Private student discourses are often ignored or prohibited in the academy; however, these private discourses are very meaningful, and representative of the ways that students order and speak about the world. Specifically, religion is an extremely significant private student discourse; exploring religious discourse might help students not only to…
Descriptors: Religion, Critical Thinking, Fiction, Books
Mokashi, Neelima A. – Teaching Children Mathematics, 2009
This article depicts the rewarding experience of creating mathematical environments for kindergarten and elementary students by focusing on one of the most important and often difficult-to-grasp concepts (fractions) through play methods incorporated into a math fair. The basic concept of a math fair is threefold: (1) to create preplanned,…
Descriptors: Mathematics Instruction, Kindergarten, Elementary School Students, Mathematical Concepts
Miller, David J.; Robertson, Derek P. – British Journal of Educational Technology, 2010
It is known that computer games are motivating for children, but there is limited direct evidence of their effects on classroom learning. The aim of this exploratory study was to investigate the effects of a commercial off-the-shelf computer game on children's mental computation skills and on aspects of self-perceptions. A pre-post design was…
Descriptors: Student Attitudes, Mental Computation, Brain, Learning Strategies
Paraskeva, Fotini; Mysirlaki, Sofia; Papagianni, Aikaterini – Computers & Education, 2010
This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game…
Descriptors: Educational Games, Self Efficacy, Academic Achievement, Gender Differences
Kame'enui, Edward J., Ed.; Baumann, James F., Ed. – Guilford Publications, 2012
This highly regarded work brings together prominent authorities on vocabulary teaching and learning to provide a comprehensive yet concise guide to effective instruction. The book showcases practical ways to teach specific vocabulary words and word-learning strategies and create engaging, word-rich classrooms. Instructional activities and games…
Descriptors: Reading Difficulties, Play, Vocabulary, Learning Strategies
Alloway, Tracy – Journal of Interactive Learning Research, 2012
Background: Working memory is linked to learning outcomes and there is emerging evidence that training working memory can yield gains in working memory and fluid intelligence. Aims: The aim of the present study was to investigate whether interactive working memory training would transfer to acquired cognitive skills, such as vocabulary and…
Descriptors: Learning Problems, Outcomes of Education, Educational Objectives, Short Term Memory
Redd, Jennifer; Schmidt-Crawford, Denise – Journal of Open, Flexible and Distance Learning, 2011
This study focused on the potential for building 25 high-school students' word knowledge by using a mobile learning device and gaming app. Using a game as an instructional tool is a portable way for students to engage with content. The amount of vocabulary mastered after using the app on the mobile device was examined in relation to a pre-test and…
Descriptors: High School Students, Vocabulary Development, Courseware, Handheld Devices
Morrison, Timothy, Ed.; Martin, Linda, Ed.; Boggs, Merry, Ed.; Szabo, Susan, Ed.; Haas, Leslie, Ed. – Association of Literacy Educators and Researchers, 2011
For its 54th annual meeting, the Association of Educators and Researchers met in Omaha, Nebraska at the Hilton Omaha. This year's conference theme was "Literacy Promises", which was also used as the title for this year's Yearbook, Volume 33. This organization has long been the home of some of the nation's most notable literacy experts. At the…
Descriptors: Expertise, Conferences (Gatherings), Undergraduate Study, Reading Comprehension
Wilson, Carolyn H.; Brice, Costeena; Carter, Emanuel I.; Fleming, Jeffery C.; Hay, Dontia D.; Hicks, John D.; Picot, Ebony; Taylor, Aashja M.; Weaver, Jessica – Online Submission, 2011
Children with exceptional learning needs find it very difficult to retain content information from the regular curriculum. Many content teachers also find it difficult to adapt curriculum to the learning needs of these exception children within the confines of the classroom and without any assistance. Although many schools are equipped with…
Descriptors: Disabilities, Mental Retardation, Children, Technology Uses in Education
Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis
Gray, David M. – International Journal of Learning and Change, 2011
Capstone courses can create a space for students and educators to act as co-producers of desired learning outcomes which are directly relevant to the world of work. This study uses an auto-ethnographic case study approach to demonstrate how a mixed model learning approach evolved in a capstone marketing strategy unit in a marketing major at an…
Descriptors: Foreign Countries, Courses, Ethnography, Case Studies
Gasser, Kenneth W. – American Secondary Education, 2011
This article draws on the 21st Century Skills Movement and the successful teaching practices of Asian schools in order to provide five suggestions that secondary math teachers can incorporate into their classrooms in order to promote the skill set necessary for an ever-changing global economy. Problem-based instruction, student-led solutions, risk…
Descriptors: Foreign Countries, Secondary School Mathematics, Mathematics Achievement, Mathematics Teachers
Barendregt, Wolmet; Bekker, Tilde M. – Computers & Education, 2011
Employing a mixed-method explorative approach, this study examined the in situ use of and opinions about an educational computer game for learning English introduced in three schools offering different levels of freedom to choose school activities. The results indicated that the general behaviour of the children with the game was very different…
Descriptors: Class Activities, Learning Activities, Educational Games, Opinions

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