Publication Date
| In 2026 | 0 |
| Since 2025 | 108 |
| Since 2022 (last 5 years) | 544 |
| Since 2017 (last 10 years) | 1468 |
| Since 2007 (last 20 years) | 2302 |
Descriptor
Source
Author
| Hwang, Gwo-Jen | 15 |
| Beavis, Catherine | 9 |
| Hong, Jon-Chao | 9 |
| Rahimi, Seyedahmad | 8 |
| Clark, Douglas B. | 7 |
| Denner, Jill | 7 |
| Fokides, Emmanuel | 7 |
| Ji-Eun Lee | 7 |
| Mayer, Richard E. | 7 |
| Cardoso, Walcir | 6 |
| Chen, Ching-Huei | 6 |
| More ▼ | |
Publication Type
Education Level
Audience
| Teachers | 58 |
| Practitioners | 37 |
| Researchers | 15 |
| Students | 9 |
| Policymakers | 7 |
| Parents | 5 |
| Administrators | 4 |
| Counselors | 1 |
Location
| Turkey | 156 |
| Taiwan | 103 |
| Australia | 60 |
| China | 42 |
| United Kingdom | 37 |
| Canada | 31 |
| Japan | 31 |
| Germany | 30 |
| Indonesia | 30 |
| Brazil | 27 |
| Greece | 26 |
| More ▼ | |
Laws, Policies, & Programs
| United Nations Convention on… | 4 |
| Elementary and Secondary… | 3 |
| First Amendment | 1 |
| No Child Left Behind Act 2001 | 1 |
| Race to the Top | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 5 |
| Meets WWC Standards with or without Reservations | 5 |
Pellas, Nikolaos – Interactive Learning Environments, 2017
The combination of Open Sim and Scratch4OS can be a worthwhile innovation for introductory programming courses, using a Community of Inquiry (CoI) model as a theoretical instructional design framework. This empirical study had a threefold purpose to present: (a) an instructional design framework for the beneficial formalization of a virtual…
Descriptors: Educational Indicators, Communities of Practice, Computer Simulation, High School Students
Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
Erhel, Séverine; Jamet, Eric – Interactive Learning Environments, 2016
Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: "mastery-goal" instructions, which prompt learners to develop…
Descriptors: Outcomes of Education, Goal Orientation, Instruction, Video Games
Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick – Journal of STEM Education: Innovations and Research, 2016
Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…
Descriptors: STEM Education, Educational Games, Computer Games, Computer Simulation
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
Allen, Pamela; Withey, Paul; Lawton, Deb; Aquino, Carlos Tasso – Journal of Educational Technology, 2016
The aim of this study was to provide a reflection of current trends in higher education, identify some of the changes in student behavior, and potential identification of non-traditional classroom facilitation with the purpose of strengthening active learning and use of technology in the classroom. Non-traditional teaching is emerging in the form…
Descriptors: Andragogy, Teaching Methods, Nontraditional Students, Learner Engagement
Min, Wookhee; Wiggins, Joseph B.; Pezzullo, Lydia G.; Vail, Alexandria K.; Boyer, Kristy Elizabeth; Mott, Bradford W.; Frankosky, Megan H.; Wiebe, Eric N.; Lester, James C. – International Educational Data Mining Society, 2016
Recent years have seen a growing interest in intelligent game-based learning environments featuring virtual agents. A key challenge posed by incorporating virtual agents in game-based learning environments is dynamically determining the dialogue moves they should make in order to best support students' problem solving. This paper presents a…
Descriptors: Prediction, Models, Intelligent Tutoring Systems, Computer Simulation
Witt, Jessica K.; Sugovic, Mila – Journal of Experimental Psychology: Human Perception and Performance, 2012
According to an action-specific account of perception, the perceived speed of a ball can be a function of the ease to block the ball. Balls that are easier to stop look like they are moving slower than balls that are more difficult to stop. This was recently demonstrated with a modified version of the classic computer game Pong (Witt & Sugovic,…
Descriptors: Problem Solving, Computer Games, Motion, Perceptual Motor Coordination
A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning
Marklund, Björn Berg; Backlund, Per; Dahlin, Carl-Johan; Engström, Henrik; Wilhelmsson, Ulf – International Journal of Game-Based Learning, 2014
An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with…
Descriptors: Educational Games, Active Learning, Student Projects, Users (Information)
Lin, Chien-Heng; Chen, Chien-Min; Lou, Yu-Chiung – Educational Technology & Society, 2014
The abilities of both spatial orientation and spatial memory play very important roles in human navigation and spatial cognition. Since such abilities are difficult to strengthen through books or classroom instruction, there are no particular curricula or methods to assist in their development. Therefore, this study develops a spatial…
Descriptors: Spatial Ability, Memory, Educational Games, Computer Games
Scholes, Laura; Jones, Christian; Stieler-Hunt, Colleen; Rolfe, Ben – International Journal of Inclusive Education, 2014
In spite of research demonstrating conceptual weakness in many child sexual abuse (CSA) prevention programmes and outdated modes of delivery, students continue to participate in a diversity of initiatives. Referring to the development of a games-based approach to CSA prevention in Australia, this paper examines empirically based attributes of…
Descriptors: Educational Games, Teaching Methods, Child Abuse, Sexual Abuse
Pløhn, Trygve – Electronic Journal of e-Learning, 2014
Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player's everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the…
Descriptors: Teaching Methods, Design, Educational Technology, Interviews
Jacobson, Jeffery – International Journal of Virtual and Personal Learning Environments, 2013
In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome…
Descriptors: Educational Games, Computer Games, Video Technology, Visual Aids
Magnifico, Alecia Marie – International Journal of Educational Psychology, 2013
Hickey (2003), taking a "stridently sociocultural" position on motivation, notes that conceptualizations of motivation must shift to successfully study "motivation-in-context" (p. 401 ). This study represents an attempt to navigate such a shift. Rather than taking established understandings of achievement goals and motivation…
Descriptors: Motivation, Qualitative Research, Creative Writing, Interviews
Charnock, D.; Standen, P. J. – International Journal of Game-Based Learning, 2013
The development of a gendered identity is a process that both boys and girls navigate to construct ideas about the men and women they will become. There is little research on this process for men with intellectual disabilities (ID). This study aimed to explore the ideas that teenage boys with ID develop while thinking about the men they will…
Descriptors: Masculinity, Males, Intellectual Disability, Computer Games

Peer reviewed
Direct link
