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Houghton, Stephen; Milner, Nikki; West, John; Douglas, Graham; Lawrence, Vivienne; Whiting, Ken; Tannock, Rosemary; Durkin, Kevin – British Journal of Educational Technology, 2004
The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined…
Descriptors: Memory, Video Games, Play, Males
Peer reviewedGoll, Paulette S. – Education, 2004
This article investigates the process of remembering and presents techniques to improve memory retention. Examples of association, clustering, imagery, location, mnemonic devices and visualization illustrate strategies that can be used to encode and recall information from the long-term memory. Several memory games offer the opportunity to test…
Descriptors: Teaching Methods, Long Term Memory, Mnemonics, Schemata (Cognition)
Blaisdell, Mikael – T.H.E. Journal, 2006
It is the universal cry of parents the world over, driven mad by the persistent sight of their children investing hours and hours in mastering the many layers of a video game. To the parent, video games are the enemy, the nemesis of homework and learning. But the child sees something of value, something engaging enough to fill a weekend, to the…
Descriptors: Educational Benefits, Computer Simulation, Classrooms, Computer Graphics
Dickey, Michele D. – British Journal of Educational Technology, 2006
Digital games have typically been considered a male leisure activity; however, recent statistics indicate that increasing numbers of females are now playing games. The purpose of this review is to investigate how the influx of girl gamers and the emergence of female-oriented game design can inform instructional design for the construction of…
Descriptors: Instructional Design, Females, Games, Constructivism (Learning)
Jarvis, Phil; Esbin, Howard – Education Canada, 2006
Canada's $76.5 billion annual investment in education is paying dividends. A recent international survey ranked Canadian students "second" in reading literacy, "fifth" in mathematics and "fifth" in science. For nations and individuals alike, such mastery is intrinsic to success in the new knowledge economy. Yet,…
Descriptors: Foreign Countries, Career Education, Nonprofit Organizations, Computer Simulation
Holt, Brett – Strategies: A Journal for Physical and Sport Educators, 2005
Sports Education is becoming a popular alternative curricular model in physical education, opposing the more traditional Multi-activity model. Physical education classes are slowly changing to include sport education. The change comes with the support of the community in the form of Sport Education in Physical Education Program (SEPEP). However,…
Descriptors: Games, Athletics, Physical Education, Physical Education Teachers
Paul, Stephen T.; Messina, John A.; Hollis, Alma M. – Teaching of Psychology, 2006
We developed a computerized game designed around principles shown to improve classroom performance and experience: multimedia, practice testing, vivid instructional techniques, and in-class participation. Students compete as 2 teams, and the game plays like Jeopardy meets Hollywood Squares with learning outcomes. Our evaluation indicated that the…
Descriptors: Psychology, Computers, Classroom Techniques, Evaluation
Peer reviewedLewis, Tom – Teaching Children Mathematics, 2005
Students in the classroom should be provided with engaging activities for improving their computational fluency, making effective use of time, and as a medium of self-motivation. Games such as Contig, the 24 Game, and Number Jumbler are useful for practicing basic facts and computational fluency of mathematics.
Descriptors: Computation, Mathematics Skills, Educational Games, Mathematics Instruction
Meyer, Walter – College Mathematics Journal, 2006
David Gale was one of the mathematicians responsible for the modern form of the theory of duality in linear programming and the associated proof of the minimax theorem in the theory of games. He is a member of the National Academy of Sciences and is Professor Emeritus of Mathematics and Operations Research at the University of California at…
Descriptors: Game Theory, Mathematical Applications, Mathematics Education, College Mathematics
Kerr, Aurora; Zelazo, Philip David – Brain and Cognition, 2004
Development of affective decision-making was studied in 48 children at two ages (3 and 4 years) using a simplified version of the Iowa Gambling Task (Bechara, Damasio, Damasio, & Anderson, 1994). On each of 50 trials, children chose from 1 of 2 decks of cards that, when turned, displayed happy and sad faces, corresponding to rewards (candies) won…
Descriptors: Rewards, Decision Making, Young Children, Gender Differences
Young-Loveridge, Jennifer M. – Early Childhood Research Quarterly, 2004
The purpose of the study was to explore the effectiveness of a program designed to improve the number skills of 5-year-olds. The program involved the withdrawal of children from the classroom in pairs to work with a specialist teacher using number books and games. Participants were 106 children who represented approximately the lower two-thirds of…
Descriptors: Numeracy, Early Childhood Education, Books, Games
Schneider, Edward F.; Lang, Annie; Shin, Mija; Bradley, Samuel D. – Human Communication Research, 2004
This study investigates how game playing experience changes when a story is added to a first-person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not…
Descriptors: Identification (Psychology), Violence, Video Games, Psychological Patterns
Warneken, Felix; Chen, Frances; Tomasello, Michael – Child Development, 2006
Human children 18-24 months of age and 3 young chimpanzees interacted in 4 cooperative activities with a human adult partner. The human children successfully participated in cooperative problem-solving activities and social games, whereas the chimpanzees were uninterested in the social games. As an experimental manipulation, in each task the adult…
Descriptors: Young Children, Animals, Interaction, Group Activities
Funk, Jeanne B.; Baldacci, Heidi Bechtoldt; Pasold; Tracie; Baumgardner, Jennifer – Journal of Adolescence, 2004
It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related…
Descriptors: Violence, Video Games, Television, Films
Griffiths, M. D.; Davies, Mark N. O.; Chappell, Darren – Journal of Adolescence, 2004
Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n=540) who played the most popular online game Everquest. The survey examined basic demographic information, playing…
Descriptors: Computers, Games, Play, Adolescents

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