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Benigno, Joann P.; Ellis, Shari – Early Childhood Research Quarterly, 2004
One possible source of variation in children's mathematical abilities upon entry to school may be the social support of early number skills children receive in the home. In the present study, we explored parental support of preschoolers' counting in the context of an everyday activity and whether parental ability to provide aid is influenced by…
Descriptors: Siblings, Preschool Children, Parent Child Relationship, Middle Class
Dibbets, Pauline; Jolles, Jellemer – Cognitive Development, 2006
Age-related changes in mental flexibility, in the form of task switching, were assessed in 292 children (58-156 months old). Task switching was examined with a new task for young children, the Switch Task for Children (STC). The STC consists of two easy, comparable games and does not require reading skills, which makes it suitable for children…
Descriptors: Memory, Young Children, Preadolescents, Cognitive Development
Vandewater, Elizabeth A.; Shim, Mi-suk; Caplovitz, Allison G. – Journal of Adolescence, 2004
This study examined the links between childhood obesity, activity participation and television and video game use in a nationally representative sample of children (N=2831) ages 1-12 using age-normed body mass index (BMI) ratings. Results indicated that while television use was not related to children's weight status, video game use was. Children…
Descriptors: Obesity, Video Games, Childrens Television, Participation
Peer reviewedKirk, Elizabeth W.; Clark, Patricia – Childhood Education, 2005
Names hold great meaning for children and are, for many, the first word they learn to recognize by sight. Children have a great interest in learning to write their names as well as the names of their family and friends. Adults working with young children can take advantage of this interest to introduce a variety of early literacy concepts. Using…
Descriptors: Emergent Literacy, Word Recognition, Beginning Reading, Associative Learning
Jason, Leonard A.; Danielewicz, Jennifer; Mesina, Anna – Journal of Early and Intensive Behavior Intervention, 2005
American children spend an average of 6 hours and 32 minutes each day using various forms of media. Research has suggested that this high level of exposure has a negative impact on children's attitudes and behaviors. For example, media violence increases aggression in children, especially video games which allows children to be the aggressor and…
Descriptors: Obesity, Violence, Video Games, Rewards
Ahamer, Gilbert – Campus-Wide Information Systems, 2004
An original concept for a Web-based role play "SurfingGlobalChange" is proposed on the basis of multi-year interdisciplinary teaching experience and constructivist pedagogy. Underlying didactic orientation is towards self-guided learning, acquiring socially compatible "competence to act" in a globalised world, self-optimising social procedures…
Descriptors: Constructivism (Learning), Higher Education, Role Playing, Teaching Experience
Butler, Joy I. – Sport, Education and Society, 2006
This article examines the curricular constructions that influence our perceptions of learner "ability" within games education. Games education has both inherent and intrinsic value for learners, and within this context, teachers make important choices about what they believe will be of most value and interest for students. This in turn impacts the…
Descriptors: Physical Education, Democracy, Social Change, Social Values
Jewitt, Carey – Discourse: Studies in the Cultural Politics of Education, 2005
As words fly onto the computer screen, revolve, and dissolve, image, sound, and movement enter school classrooms in "new" and significant ways, ways that reconfigure the relationship of image and word. In this paper I discuss these "new" modal configurations and explore how they impact on students' text production and reading…
Descriptors: Teaching Methods, Multimedia Instruction, Writing Instruction, Foreign Countries
Beavis, Catherine; Charles, Claire – Discourse: Studies in the Cultural Politics of Education, 2005
This paper challenges notions of gendered game playing practice implicit in much research into young women's involvement with the computer gaming culture. It draws on a study of Australian teenagers playing "The Sims Deluxe" as part of an English curriculum unit and insights from feminist media studies to explore relationships between…
Descriptors: Curriculum Development, English Curriculum, Play, Games
Bjorklund, David F.; Hubertz, Martha J.; Reubens, Andrea C. – International Journal of Behavioral Development, 2004
We examined the relationship between parents' behaviour and children's use of simple arithmetic strategies while playing a board game in contrast to solving arithmetic problems. In a microgenetic study spanning 3 weeks, 5-year-old children who were just beginning kindergarten played a modified game of "Chutes and Ladders" with one of…
Descriptors: Sociocultural Patterns, Mathematics Education, Games, Social Environment
Griffin, Linda L.; Brooker, Ross; Patton, Kevin – Physical Education and Sport Pedagogy, 2005
Time and acceptance are criterion often used to measure the legitimacy and worth of an idea. Two decades have passed since the first publications that introduced Teaching Games for Understanding (TGfU) as a means to conceptualize games teaching and learning. For over two decades various professionals have advocated for TGfU as a sound idea, which…
Descriptors: Learning Theories, Research Needs, Information Processing, Teaching Methods
Marsh, Jackie – Journal of Early Childhood Research, 2004
In many analyses of children's "emergent literacy" (Clay, 1966) practices, there is little acknowledgement of children's engagement in techno-literacy practices. This article discusses findings from a survey undertaken in a working-class community in the north of England which aimed to identify the "emergent techno-literacy"…
Descriptors: Young Children, Foreign Countries, Emergent Literacy, Computer Uses in Education
Clark, Sherri; Smith, Geoffrey Battle – Journal of College Science Teaching, 2004
Outbreak! is an online, interactive educational game that helps students and teachers learn and evaluate clinical microbiology skills. When the game was used in introductory microbiology laboratories, qualitative evaluation by students showed very positive responses and increased learning. Outbreak! allows students to design diagnostic tests and…
Descriptors: Microbiology, Laboratory Experiments, Educational Games, Diagnostic Tests
Herrera, Terese A. – Teaching Children Mathematics, 2004
This article features Number Time, a site developed by the British Broadcasting Corporation (BBC) for young mathematics learners, located at www.bbc.co.uk/schools/numbertime. The site uses interactive animation to help children in pre-K through grade 2 understand and practice number basics. Users will find online games, videos that tell number…
Descriptors: Animation, Web Sites, Mathematics Instruction, Young Children
Dana J. Perlman; Grace Goc Karp – Strategies: A Journal for Physical and Sport Educators, 2006
Celtic throwing games were initially designed to test an individual's level of strength, which sounds like an activity for those students who possess incredible strength. However, Celtic throwing games can be modified to meet the diverse educational needs of one's entire class. This article provides guidelines for developing and implementing a…
Descriptors: Physical Education, Educational Needs, Foreign Countries, Physical Education Teachers

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