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Matthews, Michael E. – Mathematics Teacher, 2008
This article discusses how teachers can organize and use mathemagic tricks in their curriculum and classroom to enhance conceptual understanding. Four mathemagic tricks are presented and analyzed. (Contains 3 figures and 5 online resources.)
Descriptors: Mathematical Concepts, Teaching Methods, Mathematics Instruction, Creative Teaching
Poon, Kin-Keung; Shiu, Wai-Chee – International Journal of Mathematical Education in Science and Technology, 2008
In this note, we will focus on several applications on the Dirichlet's box principle in Discrete Mathematics lesson and number theory lesson. In addition, the main result is an innovative game on a triangular board developed by the authors. The game has been used in teaching and learning mathematics in Discrete Mathematics and some high schools in…
Descriptors: Foreign Countries, Number Concepts, Mathematics Instruction, Mathematical Concepts
Resnick, Mitchel – Learning & Leading with Technology, 2008
In today's rapidly changing world, people must continually come up with creative solutions to unexpected problems. Success is based not only on what one knows or how much one knows, but on one's ability to think and act creatively. In short, people are now living in the Creative Society. Unfortunately, few of today's classrooms focus on helping…
Descriptors: Creative Thinking, Problem Solving, Technology Uses in Education, Children
O'Toole, John; Dunn, Julie – Journal of Aesthetic Education, 2008
This article reports the findings of a research project that saw researchers from interaction design and drama education come together with a group of eleven and twelve year olds to investigate the current and future complementarity of computers and live classroom drama. The project was part of a pilot feasibility study commissioned by the…
Descriptors: Dramatics, Computer Uses in Education, Elementary School Students, Student Attitudes
Lehnhoff, Erik; Woolbaugh, Walt; Rew, Lisa – Science Scope, 2008
Plant ecology is an important subject that often receives little attention in middle school, as more time during science classes is devoted to plant biology. Therefore, the authors have developed a series of activities, including a card game--Designing the Perfect Plant--to introduce student's to plant ecology and the ecological trade offs…
Descriptors: Ecology, Biodiversity, Plants (Botany), Middle School Students
de Freitas, Sara; Griffiths, Mark – Learning, Media and Technology, 2008
Nowhere in the current digital technology landscape is the process of "blurring the lines between media" more apparent than with the uses and applications of gaming practices and technologies. Here the overlaps between new media and media interfaces are becoming significant as games technologies and practices are becoming more pervasive as…
Descriptors: Educational Practices, Educational Technology, Internet, Computers
Parker, J. R.; Becker, Katrin; Sawyer, Ben – Educational Technology, 2008
Everything old is new again. In a recent "Point of View" editorial commentary in "Educational Technology," Richard E. Clark revisits the now-famous media-effects debate with a focus on serious games. Clark argues that serious games have little to offer that improves upon traditional methods. This article responds to those claims. While Clark's…
Descriptors: Educational Technology, Reader Response, Rhetorical Criticism, Misconceptions
Jagodzinski, Jan – Alberta Journal of Educational Research, 2007
In this article I explore the question of videogame cybersubjects and the myths of violence and identification made available by the new interactive media so as to vivify what is at stake when it comes to educational technologies. I introduce the concept of interpassivity to provide an aspect of technological interactivity that is missing in the…
Descriptors: Identification, Educational Technology, Fantasy, Computer Uses in Education
Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – British Journal of Educational Technology, 2007
For some time now, computer games have played an important role in both children and adults' leisure activities. While there has been much written on the negative aspects of computer games, it has also been recognised that they have potential advantages and benefits. There is no doubt that computer games are highly engaging and incorporate…
Descriptors: Computer Software, Engineering, Computers, Games
Glenn, David – Chronicle of Higher Education, 2007
According to a paper released by the National Bureau of Economic Research, first-year college students who are assigned roommates with video-game consoles study 40 minutes less per day, on average, than first-year students whose roommates did not bring consoles. And that reduction in study time has a sizable effect on grades: First-year students…
Descriptors: College Freshmen, Video Games, Grades (Scholastic), Study Habits
Hutchison, David – Social Studies, 2007
In this article the author explores the construction of place within virtual worlds and, in particular, in video games that appeal widely to children and youths. With the notable exception of "edutainment" titles, gaming and education have traditionally been viewed as separate pursuits. Yet, after school, millions of children and teens spend…
Descriptors: Educational Environment, Instructional Design, Video Games, Computer Simulation
Groth, Randall E. – Mathematics Teaching in the Middle School, 2007
This article describes a lesson that was motivated by two research studies and how students responded to it. Suggestions for related classroom research are offered. (Contains 6 figures.)
Descriptors: Classroom Research, Lesson Plans, Middle Schools, Mathematics Instruction
Tobias, Sigmund; Fletcher, J. D. – Educational Technology, 2007
Empirical research was reviewed to identify recommendations that game designers and developers could use to improve the pedagogical effectiveness of games for instruction. Findings from the research literature suggested 13 recommendations, which are discussed in this article. Distinctions between instructional games and instructional simulations…
Descriptors: Computers, Educational Games, Computer Simulation, Instructional Design
Nowosielski, Danica A. – Journal of Chemical Education, 2007
The concentration game can be used as a complete class or a portion of it to help reinforce the material being presented or for review sessions. An environmental chemistry class review is presented with the use of the concentration game.
Descriptors: Chemistry, Educational Games, Teaching Methods, Environmental Education
Galvez-Martin, Maria Elena – 1997
This paper focuses on the use of toys to teach Social Studies to elementary school students. The first section offers a literature review on play and the significance of play in a child's development. The remainder of the paper offers activities related to play in the areas of history, geography and economics. The object of the activities is to…
Descriptors: Active Learning, Child Behavior, Childrens Games, Elementary Education

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