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Peer reviewedRomesburg, H. Charles – Science Education, 1979
Describes Eleusis, a card game invented in the mid-1950s to stimulate various features of scientific inquiry. The analogies between Eleusis and scientific methods are also discussed to illustrate the effectiveness of this game for reinforcing science teaching. (HM)
Descriptors: Classroom Games, Cognitive Processes, Educational Games, Educational Media
Peer reviewedWhiteley, T. R.; Faria, A. J. – Simulation and Games, 1989
Describes study that investigated the relationship between participation in a business simulation game and performance on a final exam in a principles of marketing course. Past research on business games is reviewed; the use of midterm exam performance level as a pretest variable is explained; and question classification is described. (44…
Descriptors: Analysis of Variance, Business Administration Education, Comparative Analysis, Educational Games
Allen, Denise – Teaching PreK-8, 1995
Features reviews of four computer games for use with intermediate and upper grade students, three on geography (Travelrama USA, Crosscountry USA, My America) and one on history (Vital Links). Comments include strengths of each activity, related multimedia activities and resources, and links to literature. Also reviews "Educator's Internet…
Descriptors: Computer Games, Computer Software, Computer Uses in Education, Educational Games
Peer reviewedHaas, Mary E. – Social Studies and the Young Learner, 1990
Maintains that small-group games increase student time on task over whole-class games. Provides guidelines for designing small-group games as well as large-group games. Points out that games provide leadership opportunities, review material presented in class, and develop cognitive and social skills. Provides a list of teaching resources for using…
Descriptors: Childrens Games, Class Activities, Creative Teaching, Decision Making
Peer reviewedChappell, Kelly K.; Taylor, Catherine S. – Journal of Educational Computing Research, 1997
Describes the development of the Computer Game Attitude Scale (CGAS) which evaluates student attitudes toward educational computer games and is based on the Computer Attitude Scale. Results of a study conducted with middle school students are discussed; these results indicate that the CGAS produced reliable test scores that may aid in evaluation.…
Descriptors: Attitude Measures, Computer Assisted Instruction, Computer Attitudes, Computer Games
Gibson, David; Aldrich, Clark; Prensky, Marc – Information Science Publishing, 2007
Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…
Descriptors: Electronic Learning, Educational Games, Computers, Computer Simulation
Spiegel, Carolina N.; Alves, Gutemberg G.; Cardona, Tania da S.; Melim, Leandra M. C.; Luz, Mauricio R. M. P.; Araujo-Jorge, Tania C.; Henriques-Pons, Andrea – Journal of Biological Education, 2008
The role of games within education becomes clearer as students become more active and are able to take decisions, solve problems and react to the results of those decisions. The educational board game "Discovering the Cell" ("Celula Adentro"), is based on problem-solving learning. This investigative game attempts to stimulate…
Descriptors: Private Schools, Educational Games, Molecular Biology, Foreign Countries
Beckwith, E. George; Cunniff, Daniel T. – Journal of College Teaching & Learning, 2008
Computers are becoming the norm for teaching and learning. The Internet gives people ready access to text, visual and audio messages from around the world. For teachers, content is critical and the future dictates the need for major changes in the role of the teacher and learner. Today's digital tools and video games have proven to be well known…
Descriptors: Video Games, Educational Technology, Teaching Methods, Technology Uses in Education
Wilson, Barbara J. – Future of Children, 2008
Noting that the social and emotional experiences of American children today often heavily involve electronic media, Barbara Wilson takes a close look at how exposure to screen media affects children's well-being and development. She concludes that media influence on children depends more on the type of content that children find attractive than on…
Descriptors: Altruism, Video Games, Aggression, Programming (Broadcast)
Annetta, Leonard A. – Theory Into Practice, 2008
Today's K-20 students have been called, among other names, the net generation. As they matriculate through the education system, they are often exposed to materials and manipulatives used for the past 40 years, and not to the digital media to which they are accustomed. As student scores continue to regress from Grade 3 to Grade 12 and technical…
Descriptors: Video Games, Elementary Secondary Education, Grade 3, Grade 12
Wagner, Christian – Journal of Information Systems Education, 2008
Virtual worlds create a new opportunity to enrich the educational experience through media-rich immersive learning. Virtual worlds have gained notoriety in games such as World of Warcraft (WoW), which has become the most successful online game ever, and in "general purpose" worlds, such as Second Life (SL), whose participation levels (more than 10…
Descriptors: Computer Uses in Education, Educational Technology, Student Motivation, Learning Experience
Decreasing Excessive Media Usage while Increasing Physical Activity: A Single-Subject Research Study
Larwin, Karen H.; Larwin, David A. – Behavior Modification, 2008
The Kaiser Family Foundation released a report entitled "Kids and Media Use" in the United States that concluded that children's use of media--including television, computers, Internet, video games, and phones--may be one of the primary contributor's to the poor fitness and obesity of many of today's adolescents. The present study examines the…
Descriptors: Obesity, Physical Activities, Video Games, Physical Activity Level
Davies, Matthew – Childhood: A Global Journal of Child Research, 2008
Street children in Makutano, northwest Kenya, form strong, stable social groups. Group activity functions through a well-defined structure involving leadership and close personal and economic relationships. This article shows how group solidarity is maintained through the sharing of a common subculture of spatial understandings, games, activities,…
Descriptors: Homeless People, Children, Foreign Countries, Group Activities
Seals, Cheryl D.; Clanton, Kelley; Agarwal, Ravikant; Doswell, Felicia; Thomas, Chippewa M. – Educational Gerontology, 2008
Senior citizens represent the fastest growing demographic worldwide. As indicated in the Year 2000 U.S. Census, there are 35 million people 65 or older in the United States (U.S.). By 2030, it is estimated that there will be about 70 million older adults in the U.S. alone (Chadwick-Dias, McNulty, & Tullis, 2003). With the older population…
Descriptors: Retirement, Physical Fitness, Access to Information, Lifelong Learning
Boyer, Kristy Elizabeth, Ed.; Yudelson, Michael, Ed. – International Educational Data Mining Society, 2018
The 11th International Conference on Educational Data Mining (EDM 2018) is held under the auspices of the International Educational Data Mining Society at the Templeton Landing in Buffalo, New York. This year's EDM conference was highly competitive, with 145 long and short paper submissions. Of these, 23 were accepted as full papers and 37…
Descriptors: Data Collection, Data Analysis, Computer Science Education, Program Proposals

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