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 |
Annetta, Leonard; Burton, Erin Peters; Frazier, Wendy; Cheng, Rebecca; Chmiel, Margaret – Science Scope, 2012
As smartphones become more ubiquitous among adolescents, there is increasing potential for these as a tool to engage students in science instruction through innovative learning environments such as augmented reality (AR). Aligned with the National Science Education Standards (NRC 1996) and integrating the three dimensions of "A Framework for K-12…
Descriptors: Science Instruction, Elementary Secondary Education, Science Activities, Educational Technology
Ariyabuddhiphongs, Vanchai – International Journal of Mental Health and Addiction, 2012
This paper uses the social cognitive theory model to review the literature on older adult gambling, and related personal and environment characteristics. Results show that lottery is the kind of gambling most frequently played by older adults, followed by casino games. Older adults take trips to casinos to socialize, find excitement, and win…
Descriptors: Older Adults, Program Effectiveness, Longitudinal Studies, Epistemology
Gee, James Paul – Knowledge Quest, 2012
People live in the midst of high-risk complex systems like global warming, a global economy, and global conflicts among civilizations and religions. The pace of change is faster than it has ever been. To succeed in this world children need 21st-century skills. Reading is most certainly one of these. But today reading keeps new company as it sits…
Descriptors: Computers, Popular Culture, Access to Computers, School Libraries
Buell, Duncan A.; Cooley, Heidi Rae – Bulletin of Science, Technology & Society, 2012
Over the past 3 years, the authors have pursued unique cross-college collaboration. They have hosted a National Endowment for the Humanities (NEH)-funded Humanities Gaming Institute and team-taught a cross-listed course that brought together students from the humanities and computer science. Currently, they are overseeing the development of an…
Descriptors: Computer Science, Public Policy, Social History, History
Kwon, Jungmin – Intervention in School and Clinic, 2012
Computer and video games have much in common with the strategies used in special education. Free resources for game development are becoming more widely available, so lay computer users, such as teachers and other practitioners, now have the capacity to develop games using a low budget and a little self-teaching. This article provides a guideline…
Descriptors: Educational Technology, Computer Games, Video Games, Teaching Methods
Stenros, Jaakko; Waern, Annika; Montola, Markus – Simulation & Gaming, 2012
Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in…
Descriptors: Design, Evaluation Methods, Evaluation Problems, Research Methodology
Locey, Matthew L.; Rachlin, Howard – Journal of the Experimental Analysis of Behavior, 2012
Humans often make seemingly irrational choices in situations of conflict between a particular smaller-sooner reinforcer and a more abstract, temporally extended, but larger reinforcer. In two experiments, the extent to which the availability of commitment responses--self-imposed restrictions on future choices--might improve self-control in such…
Descriptors: Cooperation, Control Groups, Institutionalized Persons, Positive Reinforcement
Hopley, Anthony A. B.; Dempsey, Kevin; Nicki, Richard – International Journal of Mental Health and Addiction, 2012
Playing Texas Hold 'em Online Poker (THOP) is on the rise. However, there is relatively little research examining factors that contribute to problem gambling in poker players. The aim of this study was to extend the research findings of Hopley and Nicki (2010). The negative mood states of depression, anxiety and stress were found to be linked to…
Descriptors: Locus of Control, Depression (Psychology), Surveys, Behavior Problems
Young, Michael F.; Slota, Stephen; Cutter, Andrew B.; Jalette, Gerard; Mullin, Greg; Lai, Benedict; Simeoni, Zeus; Tran, Matthew; Yukhymenko, Mariya – Review of Educational Research, 2012
Do video games show demonstrable relationships to academic achievement gains when used to support the K-12 curriculum? In a review of literature, we identified 300+ articles whose descriptions related to video games and academic achievement. We found some evidence for the effects of video games on language learning, history, and physical education…
Descriptors: Educational Games, Elementary Secondary Education, Video Games, Evidence
Tzuo, Pei-Wen; Ling, Jennifer Isabelle Ong Pei; Yang, Chien-Hui; Chen, Vivian Hsueh-Hua – Educational Research and Reviews, 2012
At present, methods for the optimal use of two approaches to computer game-based learning in school to enhance students' learning, namely, computer game play and game design, are obscure because past research has been devoted more to designing rather than evaluating the implementation of these approaches in school. In addition, most studies…
Descriptors: Teaching Methods, Curriculum Development, Interaction, Computer Software
Schrader, Claudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2012
This article presents a review of existent literature that provides insight in the effectiveness of computer learning games. Based on this research, the effectiveness of games is illustrated in detail with regard to three current perspectives on games: design characteristics of games, the process of gameplay and the reflection of specific…
Descriptors: Computer Games, Educational Games, Design Requirements, Literature Reviews
Jere-Folotiya, Jacqueline; Chansa-Kabali, Tamara; Munachaka, Jonathan C.; Sampa, Francis; Yalukanda, Christopher; Westerholm, Jari; Richardson, Ulla; Serpell, Robert; Lyytinen, Heikki – Educational Technology Research and Development, 2014
This intervention study was conducted to document conditions under which a computer based literacy game (GraphoGame™) could enhance literacy skills of first grade students in an African city. The participants were first grade students from Government schools (N = 573). These students were randomly sampled into control (N = 314) and various…
Descriptors: Foreign Countries, Grade 1, Elementary School Students, Control Groups
Kuo, Melissa H.; Orsmond, Gael I.; Coster, Wendy J.; Cohn, Ellen S. – Autism: The International Journal of Research and Practice, 2014
This study explores how adolescents with autism spectrum disorder (ASD) use media, and the factors associated with their media use. A total of 91 adolescents with ASD and their parents completed mail-based surveys. In all, 78% of the adolescents with ASD watched television (approximately 2 h/day), and 98% used computers (approximately 5 h/day) on…
Descriptors: Adolescents, Autism, Pervasive Developmental Disorders, Mass Media Use
Project Tomorrow, 2014
The Speak Up National Research Project annually polls K-12 students, parents and educators about the role of technology for learning in and out of school. With this year's national report on the views of 325,279 K-12 students representing over 9,000 schools and 2,700 districts nationwide, the focus is on getting beyond the anecdotally-driven…
Descriptors: Electronic Learning, Elementary School Students, Secondary School Students, Computer Uses in Education
Charij, Stephanie; Oikonomou, Andreas – International Journal of Game-Based Learning, 2013
With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This paper assesses the ability to use a form of biometric measurement, heart rate, in real-time to improve the challenge and enjoyment of a game by catering it to…
Descriptors: Computer Games, Measurement Techniques, Human Body, Biology

Peer reviewed
Direct link
