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Harvey, Stephen; Pill, Shane; Almond, Len – Physical Education and Sport Pedagogy, 2018
Background: Teaching games for understanding (TGfU) has stimulated so much attention, research and debate since the 1980s that it is easy for its origins to become refracted and misunderstood. For example, in a recent edition of the "Physical Education and Sport Pedagogy" journal there was paper arguing a constraints-led approach (CLA)…
Descriptors: Teaching Methods, Games, Physical Education, Comprehension
Tamariz, Mónica; Roberts, Seán G.; Martínez, J. Isidro; Santiago, Julio – Cognitive Science, 2018
We investigate the emergence of iconicity, specifically a bouba-kiki effect in miniature artificial languages under different functional constraints: when the languages are reproduced and when they are used communicatively. We ran transmission chains of (a) participant dyads who played an interactive communicative game and (b) individual…
Descriptors: Artificial Languages, Educational Games, Geometric Concepts, Language Usage
Gottlieb, Owen – Teaching Theology & Religion, 2018
"Lost & Found" is a game series, created at the Initiative for Religion, Culture, and Policy at the Rochester Institute of Technology MAGIC Center. The series teaches medieval religious legal systems. This article uses the first two games of the series as a case study to explore a particular set of processes to conceive, design, and…
Descriptors: Educational Games, Religious Education, Medieval History, Teaching Methods
Lämsä, Joni; Hämäläinen, Raija; Aro, Mikko; Koskimaa, Raine; Äyrämö, Sanna-Mari – British Journal of Educational Technology, 2018
The development of games for people with learning disabilities is one way to enhance the quality of learning and respond to the need for inclusive special educational support. Recently, game researchers have highlighted the need for paying more attention to identifying the game design choices that can strengthen learning. This paper reviews recent…
Descriptors: Educational Games, Learning Disabilities, Inclusion, Literature Reviews
Armstrong, Michael B.; Landers, Richard N. – International Journal of Training and Development, 2018
Gamification has become increasingly common in employee training. Simultaneously, our scientific understanding of gamified learning has grown. However, there are few resources that provide specific recommendations for science-based gamification in employee training to address the research-practice gap. Thus, the purpose of this paper is to…
Descriptors: Job Training, Educational Games, Web Based Instruction, Employees
Boudreaux, Kyle – Journal of Educators Online, 2018
This article is a review of the current literature involving the use of serious games (SG) as a tool for training and faculty development. Noted in the review is the dearth of research into the adoption of SG for use specifically in higher education faculty development. The review looks at the viability of SG as teaching tools, the validity of SG…
Descriptors: Educational Games, Faculty Development, College Faculty, Validity
Bennett, Kevin L. – International Journal for the Scholarship of Teaching and Learning, 2018
The Monty Hall Dilemma (MHD), made famous by the television game show Let's Make a Deal, can be an effective teaching tool with wide ranging behavioral science applications. The format and history of the problem are presented as well as experimental data and variations on the original design. Strategic game playing choices are discussed from…
Descriptors: Teaching Methods, Decision Making, Probability, Educational Games
Litsey, Ryan; Harris, Rea; London, Jessie – Journal of Access Services, 2018
Library workflows are an area where repetitive stress can potentially reduce staff efficiency. Day to day activities that require a repetitive motion can bring about physical and psychological fatigue. For library managers, it is important to seek ways in which this type of repetitive stress can be alleviated while having the added benefit of…
Descriptors: Efficiency, Staff Development, Library Services, Computer Games
Zhang, Lian; Warren, Zachary; Swanson, Amy; Weitlauf, Amy; Sarkar, Nilanjan – Journal of Autism and Developmental Disorders, 2018
Collaborative virtual environments (CVEs), which allow naturalistic communication between two or more individuals in a shared virtual environment, hold promise as a tool for measuring and promoting social communication between peers. In this work, a CVE platform and a set of CVE-based collaborative games are designed for children with autism…
Descriptors: Verbal Communication, Children, Pervasive Developmental Disorders, Autism
Kargin, Tolga – Phi Delta Kappan, 2018
In recent years, virtual play spaces have become enormously popular among young children around the world. As yet, though, there has been relatively little research into the ways in which children interact on such sites and what they learn in the process. This article describes a study of kids' experiences with one such virtual world, Club…
Descriptors: Computer Simulation, Children, Learning Processes, Computer Games
Gandolfi, Enrico; Ferdig, Richard E. – International Journal of Information and Learning Technology, 2018
Purpose: The purpose of this paper is to present computational algorithms as potential bearers of biases and also tools for reflection, and to advance strategies for engaging with them in education. Design/methodology/approach: Three example games (Dwarf Fortress, RimWorld, FreeCiv) are provided for introducing algorithms as meaningful and…
Descriptors: Mathematics, Computation, Teaching Methods, Coding
Brown, Harko – set: Research Information for Teachers, 2018
Harko Brown is an expert on traditional Maori games and play. He has written several books including Nga Taonga Takaro II: The Matrix (2016), and Te Mara Hupara (2017), co-authored by his teenage daughter Yves Tennessee Brown. In 2015 Harko was co-opted by the New Zealand Government to organise and lead the first Aotearoa New Zealand Maori…
Descriptors: Pacific Islanders, Foreign Countries, Games, Indigenous Knowledge
Sykes, Julie M. – Foreign Language Annals, 2018
The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Teaching Methods
Baroody, Arthur J. – Research in Mathematics Education, 2018
Ginsburg (1977) observed that children typically develop surprisingly powerful informal (everyday) knowledge of mathematics and that mathematical learning difficulties often arise when formal instruction does not build on this existing knowledge. By using meaningful analogies teachers can help connect new formal instruction to students' existing…
Descriptors: Mathematics Instruction, Teaching Methods, Logical Thinking, Numbers
Yilmaz, Turkan Karakus; Cagiltay, Kursat – Contemporary Educational Technology, 2016
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Descriptors: Simulated Environment, Computer Simulation, Observation, Interviews

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