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Zeglen, Eric; Rosendale, Joseph A. – Journal of Open, Flexible and Distance Learning, 2018
Although online education offerings continue to grow in the higher education marketplace, issues of student achievement and course rigour still challenge the underlying instructional model, and alignment with institutional missions. Pedagogically, instructors and course designers can mitigate these issues by leveraging technology to further…
Descriptors: Educational Games, Electronic Learning, Higher Education, Academic Achievement
Hanimoglu, Egemen – Journal of Education and Training Studies, 2018
Deviant behavior has become a daunting problem lately. More pupils are displaying abnormal behavior and thus destabilizing learning processes within school settings. It is a well-known fact that teenagers usually learn how to adapt to society and that aberrant behavior may lead to problems with conformity to societal values. Although the main…
Descriptors: Foreign Countries, High School Students, Antisocial Behavior, High Schools
Li, Jiansheng; Luo, Chuanlan; Lin, Yuyu; Shadiev, Rustam – Asia-Pacific Education Researcher, 2018
Cyberbullying (CB) is an important issue that has received a fair amount of attention in the past decade. However, little attention has been paid to exploring young people's Internet usage and CB behaviors and the relationships between the two. The purpose of this study was to research these two types of behaviors and how they are related. For…
Descriptors: Bullying, Computer Mediated Communication, Children, Adolescents
Hazar, Zekihan; Hazar, Muhsin – Journal of Education and Training Studies, 2018
In this study, it was investigated that effect of games including physical activity on digital game addiction of 11-14 age group middle-school students. Along with the determination of digital game addiction, conducting applied experimental study is important regarding showing results of application with theoretical knowledge towards solving…
Descriptors: Middle School Students, Physical Activities, Physical Activity Level, Video Games
Chang, Chi-Cheng; Warden, Clyde A.; Liang, Chaoyun; Lin, Guan-You – Australasian Journal of Educational Technology, 2018
The purpose of this study was to examine differences in learning achievement, flow, and overall cognitive load between digital game-based learning (DGBL) and traditional computer-based learning (CBL). This study was conducted with 103 Taiwan college students: 50 college students in the experimental group used DGBL; 53 students in the control group…
Descriptors: Computer Games, College Students, Academic Achievement, Foreign Countries
Kayhan, Nilay; Pistav Akmese, Pelin – Cypriot Journal of Educational Sciences, 2018
This study aims to examine the compulsory courses related to the game and game teaching in special education teacher training undergraduate programme in terms of number, term, credit and content. The data in descriptive study have been determined using document analysis technique. It has been stated that pre-service teachers in most of the EU…
Descriptors: Foreign Countries, Educational Games, Required Courses, Preservice Teacher Education
Saldanha, Kennedy; D'Souza, Barnabe; Madangopal, Dakshayani – Journal of Adolescent Research, 2018
For street children in Mumbai, gambling is mostly a social and recreational activity. This study is based on data gathered from a survey of 70 youths aged 12 to 24, two focus groups, and participant observation. It offers glimpses into various facets of their gambling, including age patterns, games played, venues, and how group and street…
Descriptors: Foreign Countries, Addictive Behavior, Children, Recreational Activities
Roscoe, Rod D.; Allen, Laura K.; McNamara, Danielle S. – Grantee Submission, 2018
A critical challenge for computer-based writing instruction is providing appropriate and adaptive practice. The current study examined three modes of computer-based writing practice with the goal of identifying those with the greatest learning and motivational value. High school students learned about writing strategies by studying lessons within…
Descriptors: High School Students, Writing Instruction, Computer Assisted Instruction, Writing Strategies
Gokcedag, Erol – ProQuest LLC, 2018
The rate of digital media usage among eight to 18-year-old students, since late 1990s, has risen by over 30%, yet the official acceptance of such technology for educational outcomes remains limited. Due to such a remarkable growth of digital media usage in absence of formal educational recognition, researchers began to explore how specifically…
Descriptors: Ecology, Systems Approach, Computer Games, Play
Bibic, Lucka; Druskis, Justinas; Walpole, Samuel; Angulo, Jesus; Stokes, Leanne – Journal of Chemical Education, 2019
Virtual reality (VR) technology has been capturing the public imagination for decades. VR software applications that allow for interactive immersion are emerging as a renowned medium in many areas, including educating the public in biochemistry-related subjects via public engagement events. This report provides information about an immersive,…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computer Software
Koekoek, Jeroen; van der Kamp, John; Walinga, Wytse; van Hilvoorde, Ivo – Physical Education and Sport Pedagogy, 2019
Background: Digital video has been increasingly adopted as a pedagogical tool in physical education. One implementation is in teaching students' tactical understanding in games, in which it can promote students' perceptions and shared understanding in learning tactical situations within a game-based approach.Purpose: The central aim of this study…
Descriptors: Student Attitudes, Games, Team Sports, Video Technology
Mantilla, Ana; Edwards, Susan – Australasian Journal of Early Childhood, 2019
This paper reports on a systematic review of the literature conducted to inform Early Childhood Australia (ECA) in the development of a national Statement on Young Children and Digital Technologies. The review examines empirical studies published between 2012 and 2017 identified through systematic screening to advise adults on appropriate digital…
Descriptors: Young Children, Foreign Countries, Information Technology, Video Games
Brevik, Lisbeth M. – Journal of Computer Assisted Learning, 2019
Across stages of acquisition, second language (L2) competencies are contingent on the variation among individuals learning the language, in both informal and formal learning contexts. This study investigates a group of outliers whose extreme test scores serve as a foundation to examine them as individuals. The study addresses the outliers'…
Descriptors: Second Language Learning, Scores, Adolescents, Reading Skills
Pic, Miguel; Lavega-Burgués, Pere; March-Llanes, Jaume – Educational Studies, 2019
This work studied if decision-making differences between girls and boys existed in different versions of the traditional game called la pelota sentada according to their roles, sub-roles (decisions), valence (cooperation or opposition) and level of adjustment (effectiveness) of motor behaviours. One hundred and twelve compulsory secondary…
Descriptors: Psychomotor Skills, Decision Making, Gender Differences, Sex Role
López López, Ligia; de Wildt, Lars; Moodie, Nikki – British Journal of Sociology of Education, 2019
The myth that justified the takeover of a continent lives on both in classrooms and in popular media. Drawing from classroom observations in an urban primary school in Australia, this article enters the technology in education conversation, more specifically through the use of videogames for learning. Based on classroom exchanges between teachers…
Descriptors: Foreign Countries, Urban Schools, Elementary School Students, Elementary School Teachers

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