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Lawson, Tracy Reilly; Walsh, Darcy – Journal of Early and Intensive Behavior Intervention, 2007
Experiment 1 investigated the effects of observational training in a social listener reinforcement game on participants' conversational units in non-instructional settings. Experiment 2 tested the effects of multiple exemplar instruction on the development of "empathy." The participants who had reader/writer levels of verbal behavior were selected…
Descriptors: Group Instruction, Verbal Stimuli, Reinforcement, Instructional Effectiveness
Cardona, Tania da S.; Spiegel, Carolina N.; Alves, Gutemberg G.; Ducommun, Jacques; Henriques-Pons, Andrea; Araujo-Jorge, Tania C. – Biochemistry and Molecular Biology Education, 2007
Subjects such as techniques for genetic diagnosis, cloning, sequencing, and gene therapy are now part of our lives and raise important questions about ethics, future medical diagnosis, and such. Students from different countries observe this explosion of biotechnological applications regardless of their social, academic, or cultural backgrounds,…
Descriptors: Educational Games, Problem Based Learning, Genetics, Molecular Biology
Eshet, Yoram; Chajut, Eran – Journal of Educational Multimedia and Hypermedia, 2007
The story-telling multimedia, Living Book, is one of the most common edutainment genres, in which children hear and play with interactive and animated stories, in a highly-engaging multimedia environment. Living Books are designed so that every word of the story is projected as text on the computer monitor simultaneously with its narration. This…
Descriptors: Incidental Learning, Computer Assisted Instruction, Multimedia Instruction, Multimedia Materials
Tuminaro, Jonathan; Redish, Edward F. – Physical Review Special Topics - Physics Education Research, 2007
Although much is known about the differences between expert and novice problem solvers, knowledge of those differences typically does not provide enough detail to help instructors understand why some students seem to learn physics while solving problems and others do not. A critical issue is how students access the knowledge they have in the…
Descriptors: Physics, Problem Solving, Phenomenology, Science Instruction
Williams, Dmitri; Caplan, Scott; Xiong, Li – Human Communication Research, 2007
This paper reports the results of a controlled field experiment in which voice communication was introduced into an existing online community (online gaming guilds within the popular game "World of Warcraft"), comparing a mix of voice and text with text only. Quantitative results suggest increases in liking and trust due to the addition of voice,…
Descriptors: Computer Mediated Communication, Social Capital, Information Processing, Games
Baker, Monica; Chick, Helen – Australian Primary Mathematics Classroom, 2007
Everyone knows that teachers do not have unlimited time, a log of experience, or a deep understanding of all the mathematics they teach. To solve this problem, teachers often use textbooks, and the accompanying teacher's resource books, as sources of activities and advice about how to help students learn mathematics. The activity that prompted…
Descriptors: Textbooks, Grade 5, Probability, Foreign Countries
Bragg, Leicha – Mathematics Education Research Journal, 2007
Mathematics games are widely employed in school classrooms for such reasons as a reward for early finishers or to enhance students' attitude towards mathematics. During a four week period, a total of 222 Grade 5 and 6 (9 to 12 years old) children from Melbourne, Australia, were taught multiplication and division of decimal numbers using calculator…
Descriptors: Foreign Countries, Grade 5, Student Attitudes, Negative Attitudes
Moen, Christine Boardman – Voices from the Middle, 2007
While strongly endorsing a multi-pronged approach to vocabulary instruction, Moen takes pains to include and even emphasize work with English Language Learners. By adhering to the principles of A.C.T. (Access to texts, individual Choice of reading material, and Time to read), Moen finds myriad ways to make learning words a creative and social…
Descriptors: Play, Educational Games, Reading Aloud to Others, Middle School Students
Squire, Kurt D.; Jan, Mingfong – Journal of Science Education and Technology, 2007
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to "think like scientists." Location-based augmented reality games offer an…
Descriptors: Persuasive Discourse, Role Playing, Social Change, Physical Environment
Stuhldreher, Wendy L.; Stuhldreher, Thomas J.; Forrest, Kimberly Y-Z – Journal of American College Health, 2007
Objective: The authors documented the prevalence of gambling and correlates to health among undergraduates. Methods: The authors analyzed data from a health-habit questionnaire (gambling questions included) given to students enrolled in a university-required course. Results: Gambling and problems with gambling were more frequent among men than…
Descriptors: Incidence, Health Behavior, Depression (Psychology), Debt (Financial)
Febey, Karen; Coyne, Molly – American Journal of Evaluation, 2007
The field of program evaluation lacks interactive teaching tools. To address this pedagogical issue, the authors developed a collaborative learning technique called Program Evaluation: The Board Game. The authors present the game and its development in this practitioner-oriented article. The evaluation board game is an adaptable teaching tool…
Descriptors: Teaching Methods, Program Evaluation, Evaluation Methods, Cooperative Learning
Tendall, Rosita Ann – ProQuest LLC, 2009
The purpose of the study was to explore the possible effects of music activities, specifically singing and movement on certain reading test scores in beginning and pre readers in a Reading First school. Participants were 8 kindergarten and 17 first grade students (N=25) at a Reading First elementary school in an urban school district in the…
Descriptors: Reading Tests, Reading Skills, Reading Instruction, Kindergarten
Brown, John L.; Marzano, Robert J. – Association for Supervision and Curriculum Development, 2009
Implementing the action steps from ASCD's best-seller "The Art and Science of Teaching" is much easier when you use this in-depth resource for workshops, professional learning communities, teacher training, and self-help. Hundreds of samples, guidelines, checklists, and activities help teachers in all grades and subjects become instant experts on…
Descriptors: Classroom Techniques, Guides, Teaching Methods, Workshops
Casey, Ashley; Dyson, Ben – European Physical Education Review, 2009
The purpose of this study was to explore the use of action research as a framework to investigate cooperative learning and tactical games as instructional models in physical education (PE). The teacher/researcher taught a tennis unit using a combination of Cooperative Learning and Teaching Games for Understanding to three classes of boys aged…
Descriptors: Foreign Countries, Physical Education, Racquet Sports, Games
Fu, Fong-Ling; Su, Rong-Chang; Yu, Sheng-Chin – Computers & Education, 2009
In an effective e-learning game, the learner's enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner's points of view.…
Descriptors: Online Courses, Questionnaires, Educational Games, Student Attitudes

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