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Schrader, P. G.; Zheng, Dongping; Young, Michael – Innovate: Journal of Online Education, 2006
P.G. Schrader, Dongping Zheng, and Michael Young examine how preservice teachers' personal experiences with video games inform their views of gaming in the classroom. They link the results of their study to current literature and conclude that preservice teachers' experiences steer them away from game genres such as massively multiplayer online…
Descriptors: Preservice Teacher Education, Preservice Teachers, Video Games, Exhibits
Richardson, Mary; Gabrosek, John; Reischman, Diann; Curtiss, Phyliss – Journal of Statistics Education, 2004
In this paper we describe an interactive activity that illustrates simple linear regression. Students collect data and analyze it using simple linear regression techniques taught in an introductory applied statistics course. The activity is extended to illustrate checks for regression assumptions and regression diagnostics taught in an…
Descriptors: Introductory Courses, Statistics, Class Activities, Data Collection
Kiili, Kristian – Internet and Higher Education, 2005
Online games satisfy the basic requirements of learning environments and can provide engaging learning experiences for students. However, a model that successfully integrates educational theory and game design aspects do not exist. Thus, in this paper an experiential gaming model that is based on experiential learning theory, flow theory and game…
Descriptors: Feedback (Response), Learning Theories, Educational Games, Experiential Learning
Vogel, Jennifer J.; Greenwood-Ericksen, Adams; Cannon-Bowers, Jan; Bowers, Clint A. – Journal of Research on Technology in Education, 2006
A subcategory of computer-assisted instruction (CAI), games have additional attributes such as motivation, reward, interactivity, score, and challenge. This study used a quasi-experimental design to determine if previous findings generalize to non simulation-based game designs. Researchers observed significant improvement in the overall population…
Descriptors: Teaching Methods, Mathematics Skills, Computer Simulation, Quasiexperimental Design
Ginat, David – Mathematics and Computer Education, 2006
In this paper, the author aims to offer an elaboration of simple, yet powerful, mathematical patterns through mathematical games. Mathematical games may serve as colorful instructional tools for teachers and textbooks, and may raise students' motivation and intuition. Patterns are fundamental in mathematics and computer science. In the case of…
Descriptors: Student Motivation, Computer Science, Educational Games, Mathematical Concepts
McBride, Ron; Xiang, Ping – Quest, 2004
A number of research agendas including teaching games for understanding, invasion games tactics, cooperative learning, seeking solutions to ill-defined problems, and examining learner's use of domain specific knowledge share thoughtful decision making as a common denominator. For the most part, each of these research strands have been investigated…
Descriptors: Physical Education, Cooperative Learning, Teaching Methods, Critical Thinking
Christiansen, Ellen; Nyvang, Tom – European Journal of Education, 2006
For a TELE to become adopted by the vast majority of individual learners as a tool for learning, adoption at the institutional level must be considered, because the vast majority of a population of technology users depends on external stimuli to adopt the technology. This article analyses a case where a social simulation game, a prize-winning…
Descriptors: Adoption (Ideas), Administration, Interviews, Surveys
Fedorov, A. V. – Russian Education and Society, 2005
In this article, the author states how these days, school students from low-income strata of the population in Russia spend hours sitting in computer rooms and Internet clubs, where, for a relatively small fee, they can play interactive video games. And to determine what games they prefer the author conducted a content analysis of eighty-seven…
Descriptors: Computers, Games, Violence, Aggression
Smith, Heather – Language and Education, 2006
This paper explores what happens when bilingual learners come together to play a board game specially designed to facilitate an interactive context in which the learning of English as a second or additional language is promoted. An example of the interactive behaviour of one group of bilingual learners is then presented in order to illustrate such…
Descriptors: Bilingualism, Educational Games, English (Second Language), Second Language Learning
Rich, Jennifer L. – Teacher Magazine, 2004
This article describes Fifth Dimension, an after-school program which mixes play and computer games to improve the education and social skills of mostly poor, disadvantaged kids. Although Fifth Dimension seems tailor-made for a poor, rural community, its roots are urban. The after-school program was founded by a group of researchers in San Diego…
Descriptors: Economically Disadvantaged, Reading Skills, Play, After School Programs
Lim, Cher Ping – Computers & Education, 2008
Based on an account of how two classes of primary five students in Singapore engage in the learning of English, Mathematics and Science by playing the role of global citizens, the paper suggests an alternative but realistic approach to teaching global citizenship education. Set against the back story of Atlantis facing ecological, social and…
Descriptors: Citizenship Education, Student Motivation, Foreign Countries, Teaching Methods
Peppler, Kylie A.; Kafai, Yasmin B. – Learning, Media and Technology, 2007
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths' informal media arts practices, we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes and participation. We first outline the history of how…
Descriptors: Urban Youth, Informal Education, Ethnography, Production Techniques
Barnaud, Cecile; Promburom, Tanya; Trebuil, Guy; Bousquet, Francois – Simulation & Gaming, 2007
The decentralization of natural resource management provides an opportunity for communities to increase their participation in related decision making. Research should propose adapted methodologies enabling the numerous stakeholders of these complex socioecological settings to define their problems and identify agreed-on solutions. This article…
Descriptors: Soil Science, Foreign Countries, Natural Resources, Conservation (Environment)
Camargo, Maria Eugenia; Jacobi, Pedro Roberto; Ducrot, Raphaele – Simulation & Gaming, 2007
Role-playing games in natural resource management are currently being tested as research, training, and intervention tools all over the world. Various studies point out their potential to deal with complex issues and to contribute to training processes. The objective of this contribution is to analyze the limits and potentialities of this tool for…
Descriptors: Natural Resources, Environmental Education, Role Playing, Simulation
Zwikael, Ofer; Gonen, Amnon – Journal of European Industrial Training, 2007
Purpose: Games are an effective teaching and classroom training tool, since they allow students to practise real-life events. In the area of project management, most games focus on the planning phase of a project. The current paper aims to describe a new game, called PEG--Project Execution Game. The uniqueness of this game is its focus on real…
Descriptors: Undergraduate Students, Training Methods, Educational Games, Simulation

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