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Ribble, Mike S.; Bailey, Gerald D.; Ross, Tweed W. – Learning & Leading with Technology, 2004
Recently, the popular press has pointed to increasing evidence of misuse and abuse of emerging technologies in U.S. schools. Some examples include using Web sites to intimidate or threaten students, downloading music illegally from the Internet, plagiarizing information using the Internet, using cellular phones during class time, and playing games…
Descriptors: Internet, Games, Appropriate Technology, Technological Advancement
Schwabe, Gerhard; Goth, Christoph – Journal of Computer Assisted Learning, 2005
Mobile technologies offer the opportunity to embed learning in a natural environment. This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting. The paper first introduces the scenario and then describes the general architecture of the prototype.…
Descriptors: Learning Motivation, Games, Instructional Design, Telecommunications
Foreman, Joel – EDUCAUSE Review, 2004
Not long after he completed his Ph.D. at the University of Michigan, Mike Van Lent used his interest in videogames and artificial intelligence to land a research professorship at the University of Southern California (USC). There he edits the Journal of Game Development and conducts studies for the Institute for Creative Technologies, a $45…
Descriptors: Computer Simulation, Video Games, Conventional Instruction, Artificial Intelligence
Van Eck, Richard – EDUCAUSE Review, 2006
With the widespread public interest in games as learning tools, digital game-based learning (DGBL) proponents now need to explain why games are engaging and effective and how those principles can be leveraged to best integrate games into the learning process. In this article, Richard Van Eck outlines why DGBL is effective and engaging, how those…
Descriptors: Video Games, Instructional Materials, Integrated Curriculum, Instructional Innovation
Sherman, Brian – Australian Senior Mathematics Journal, 2006
The activity "First One Home" in the Shell Centre's "Problems with Patterns and Numbers" Blue Box gives rise to a number of interesting patterns for those looking beyond the basic solution given in the book. The game is for two players, each taking turn and turn about to move a single counter on the grid down and/or to the left…
Descriptors: Educational Games, Mathematics Activities, Mathematics Instruction, Mathematics Education
Duckworth, Frank – Teaching Statistics: An International Journal for Teachers, 2006
This article concludes the serialization of the Royal Statistical Society's Schools Lecture for 2004, on "Lies and statistics".
Descriptors: Statistics, Deception, Probability, Number Concepts
deHaan, Jonathan William – Foreign Language Annals, 2005
Video games have become increasingly more popular and more technologically advanced. This one-month study used interview, observation, self-report, and reading and listening test data to demonstrate and investigate how one intermediate Japanese-as-a-foreign-language (JFL) student improved his listening comprehension and kanji character recognition…
Descriptors: Video Games, Second Language Learning, Listening Comprehension, Student Improvement
Kurvink, Karen; Bowser, Jessica – American Biology Teacher, 2004
A creative learning game that helps students reinforce basic genetic information and facilitate the identification and understanding of the more subtle issues is presented. The basic framework of the game was conceived by a business major taking non-biology major course 'heredity and society-intertwining legacy.
Descriptors: Heredity, Genetics, Educational Games, Nonmajors
Gee, James Paul – E-Learning, 2005
This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound…
Descriptors: Video Games, Information Technology, Evaluation, Simulation
Uhlmann, Eric; Swanson, Jane – Journal of Adolescence, 2004
The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games…
Descriptors: Association Measures, Video Games, Violence, Aggression
Bacigalupa, Chiara – Early Childhood Education Journal, 2005
In this interpretive study of children's social interactions in a family child care setting, children were seen to spend a significant portion of their time playing, watching others play, and distracted by video games. When children were focused on video games, their interactions with one another were disjointed, rushed, and ineffective. Because…
Descriptors: Video Games, Child Care, Kindergarten, Young Children
Johnson, Roger W. – Teaching Statistics: An International Journal for Teachers, 2006
For the casino game Keno we determine optimal playing strategies. To decide such optimal strategies, both exact (hypergeometric) and approximate probability calculations are used. The approximate calculations are obtained via the Central Limit Theorem and simulation, and an important lesson about the application of the Central Limit Theorem is…
Descriptors: Games, Geometric Concepts, Probability, Simulation
Kern, John C. – Journal of Statistics Education, 2006
Bayesian inference on multinomial probabilities is conducted based on data collected from the game Pass the Pigs[R]. Prior information on these probabilities is readily available from the instruction manual, and is easily incorporated in a Dirichlet prior. Posterior analysis of the scoring probabilities quantifies the discrepancy between empirical…
Descriptors: Bayesian Statistics, Probability, Inferences, Statistics
Schmidt, Janet – Teaching Tolerance, 2003
Children have a right to play. The idea is so simple it seems self-evident. But a stroll through any toy superstore, or any half-hour of so-called "children's" programming on commercial TV, makes it clear that violence, not play, dominates what's being sold. In this article, the author discusses how teachers and parents share the responsibility in…
Descriptors: Play, Video Games, Television, Children
Kapur, Arjun; Carter, Horlin; Dillon, Dave – Tech Directions, 2006
This article describes a lab activity conducted in an introductory manufacturing class. In this good, simple, mass-production project, the students designed and produced a small game composed of a piece of plywood and 14 glass marbles. In appearance, the game is something like Chinese checkers, but it involves jumping over marbles, then removing…
Descriptors: Games, Technology Education, Manufacturing, Laboratory Experiments

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