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Franklin, Teresa J. – Journal of Educational Technology, 2008
Higher education and in particular Colleges of Education are viewed as falling behind in the use of technology for teaching and learning (Lederman & Niess, 2000). With today's student population identified as digital natives and the evening news discussing the potential of virtual worlds as new learning environments, an examination of the…
Descriptors: Computer Simulation, Social Systems, Internet, Social Media
Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
Walser, Nancy, Ed. – Harvard Education Press, 2011
This edited volume covers the range of critical trends in the use of computers and other devices for classroom teaching, online learning, professional development, school improvement, and student assessment. "Spotlight on Technology in Education" draws on expert sources including teacher-leaders, librarians, researchers, and trainers who…
Descriptors: Electronic Learning, Electronic Publishing, Video Games, Online Courses
Malala, John; Major, Anthony; Maunez-Cuadra, Jose; McCauley-Bell, Pamela – Online Submission, 2007
The main argument being presented in this paper is that instructional designers and educational researchers need to shift their attention from performance to interest. Educational digital games have to aim at building lasting interest in real world applications. The main hypothesis advocated in this paper is that the use of rewards in educational…
Descriptors: Rewards, Positive Reinforcement, Operant Conditioning, Educational Games
Evans, William N.; Zhang, Ping – Education Finance and Policy, 2007
Of thirty-eight states with lotteries, sixteen earmark lottery profits for primary and secondary education. In this article, we use a panel data set of states with lotteries to examine the impact of earmarking lottery revenues on state educational spending. We can reject the hypothesis that spending increases dollar for dollar with earmarked…
Descriptors: Games, Probability, Educational Finance, Income
Thrasher, Robert G.; Andrew, Damon P. S.; Mahony, Daniel F. – College Student Affairs Journal, 2007
Shaffer and Hall (1997) have estimated college student gambling to be three times as high as their adult counterparts. Despite a considerable amount of research on gambling, researchers have struggled to develop a universal theory that explains gambling behavior. This study explored the potential of Ajzen and Fishbein's (1980) Theory of Reasoned…
Descriptors: College Students, Games, Probability, Student Attitudes
Hill, Jonnie Lynn – Simulation & Gaming, 2007
This article explores the simulation of four television quiz shows for students in China studying English as a foreign language (EFL). It discusses the adaptation and implementation of television quiz shows and how the students reacted to them.
Descriptors: Foreign Countries, Television, Simulation, English (Second Language)
Ben-Zvi, Tal – Journal of Information Systems Education, 2007
In this study a business game is used as a vehicle for implementing decision support systems (DSS). Eighteen companies, consisting of ninety graduating M.B.A. students, participating in a business game were required to develop DSS and to report on the systems developed. Each of the eighteen companies developed a system of their own choosing,…
Descriptors: Business, Games, Simulation, Decision Support Systems
Overway, Ken – Journal of Chemical Education, 2007
Students need to have basic understanding of scientific method during their introductory science classes and for this purpose an activity was devised which involved a game based on famous Monty Hall game problem. This particular activity allowed students to banish or confirm their intuition based on empirical evidence.
Descriptors: Scientific Methodology, Intuition, Educational Games, Demonstrations (Educational)
Mountain, Lee – Journal of Adolescent & Adult Literacy, 2007
After a class of ninth graders discovered the helpfulness of the thesaurus in such synonym activities as Synonym Tic-Tac-Toe and Cross-Synonym Puzzles, they started using the thesaurus to locate "the exactly right word" while drafting compositions. They also enriched their oral vocabularies during these activities by discussing synonyms from the…
Descriptors: Grade 9, Vocabulary Development, Writing Instruction, Reference Materials
Foster, Andrea L. – Chronicle of Higher Education, 2007
Immersive Education is a multimillion-dollar project devoted to build virtual-reality software exclusively for education within commercial and nonprofit fantasy spaces like Second Life. The project combines interactive three-dimensional graphics, Web cameras, Internet-based telephony, and other digital media. Some critics have complained that…
Descriptors: Video Games, Fantasy, Computer Software, Foreign Countries
Young, Jeffrey R. – Chronicle of Higher Education, 2007
A computer lab has become one of the most popular hangouts at Northern Virginia Community College after officials decided to load its PCs with popular video games, install a PlayStation and an Xbox, and declare it "for gamers only." The goal of this lab is to entice students to take game-design and other IT courses. John Min, dean of…
Descriptors: Video Games, Administrators, Computer Science, Community Colleges
Clancy, Mary; Portman, Penelope; Bowersock, Amy – Strategies: A Journal for Physical and Sport Educators, 2007
Novel activities enrich a curriculum by allowing students to learn new skills and knowledge, to apply previously learned skills in new ways, and to be introduced to a new challenge that can increase student interest and motivation. This article first presents several considerations when adding a new game to the physical education curriculum. It…
Descriptors: Physical Education, Team Sports, Student Interests, Physical Education Teachers
Costa, Manuel Joao – Journal of Chemical Education, 2007
The CARBOHYDECK card game is designed to motivate undergraduate chemistry or biochemistry nonmajors to learn about isomerism of monosaccharides.
Descriptors: Biochemistry, Educational Games, Science Instruction, College Science
Crowe, Suzy; Penney, Elaine – 1995
This book is the first volume in the "Kids and Computers" series, a series of books designed to help adults easily use high-quality, developmentally appropriate software with children. After reviewing the basics of selected software packages (how to start the program, stop the program, move around, and use special keys) several ideas and…
Descriptors: Class Activities, Computer Games, Computer Software, Computer Software Selection

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