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Parry, Rebecca; Howard, Frances; Penfold, Louisa – Learning, Media and Technology, 2020
Traditionally media production with young people has been characterized by an aspiration to 'give voice' or 'empower youth', but this core value is under threat. Recently, the rationale for undertaking youth media production has shifted to focus on enabling young people to acquire digital and entrepreneurial skills that serve the needs of rapidly…
Descriptors: Entrepreneurship, Technological Literacy, Libraries, Program Descriptions
Schölderle, Theresa; Haas, Elisabet; Ziegler, Wolfram – Journal of Speech, Language, and Hearing Research, 2020
Purpose: The aim of this study was to collect auditory-perceptual data on established symptom categories of dysarthria from typically developing children between 3 and 9 years of age, for the purpose of creating age norms for dysarthria assessment. Method: One hundred forty-four typically developing children (3;0-9;11 [years;months], 72 girls and…
Descriptors: Age Differences, Speech Impairments, Measures (Individuals), Auditory Perception
McMahon, Don D.; Barrio, Brenda; McMahon, Amanda K.; Tutt, Kristen; Firestone, Jonah – Journal of Special Education Technology, 2020
Individuals with intellectual and developmental disabilities (IDD) are at greater risk of health-related issues due to obesity and lack of physical activity. This study examined using virtual reality (VR) exergaming to increase the physical activity of high school students with IDD. Four students participated in this multiple probe across…
Descriptors: Computer Simulation, High School Students, Students with Disabilities, Intellectual Disability
Kain, Juliana; Ortega, Alejandra; Garmendia, María Luisa; Corvalán, Camila; Marambio, Paola; Rojas, Joanna; Muñoz, Camila; Leyton, Barbara – Health Education & Behavior, 2020
We developed and pilot tested the effectiveness of a physically active academic program, Active Breaks (AB), whose objective is to increase school time moderate/vigorous physical activity (MVPA) among first graders, through daily 15-minute bouts of MVPA, at the beginning of the first lesson. Initially, 240 cards including one game each were…
Descriptors: Physical Activities, Physical Activity Level, Grade 1, Elementary School Students
Alemi, Minoo; Haeri, Nafiseh Sadat – Language Learning & Technology, 2020
Technology, as a source of instruction, has fulfilled various purposes in foreign language learning environments. During the last decade, Robot-Assisted Language Learning (RALL) has attracted teachers' and researchers' attention due to the look and feel of humanoid robots. However, in the field of pragmatics, studies highlighting the role of RALL…
Descriptors: Robotics, Speech Acts, Pragmatics, Second Language Learning
Hudson-Smith, Natalie Vaughan – ProQuest LLC, 2020
Due to the unique and advantageous physiochemical properties of nanoparticles, they have been increasingly incorporated into consumer products and emerging technologies. The manufacture, wear and tear of use, and disposal of these nano-enabled products will likely result in the release of nanoparticles into the environment. Unfortunately,…
Descriptors: Technological Advancement, Hazardous Materials, Manufacturing, Standards
Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
Kerimbayev, Nurassyl; Nurym, Nurdaulet; Akramova, ?liya; Abdykarimova, Saule – Education and Information Technologies, 2020
The study considers the problems relating to vocational training of specialists in the virtual educational environment of a higher education institution. The use of advanced information and communication systems (electronic mail, electronic teleconferences, electronic and information resources including text, visual, audio and video information)…
Descriptors: Vocational Education, Computer Simulation, Information Systems, Computer Games
Anisimova, Ellina Sergeevna – Journal of Social Studies Education Research, 2020
The basics of digital literacy begin to form at an early age, and as they grow older, digital literacy must continue to evolve, adapting to the rapidly changing digital world. The first (both in importance and in time) after the family cognitive social institution for most people is the educational system, or rather, the system of preschool…
Descriptors: Technological Literacy, Preschool Teachers, Futures (of Society), Preservice Teachers
Burgos, Daniel, Ed. – Lecture Notes in Educational Technology, 2020
Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user's expectations and with the market needs. Serious games, Virtual…
Descriptors: Educational Change, Electronic Learning, Educational Innovation, Educational Technology
Munir, Laine – Journal of Political Science Education, 2023
This teaching note outlines an innovative simulation game realized in response to post-pandemic experiential learning needs. The game introduces a fictional African country experiencing a series of political and financial shocks. Students are assigned membership in social groups and must implement the national policies that would improve outcomes…
Descriptors: Teaching Methods, Instructional Innovation, Political Science, Experiential Learning
Maria Kikidou; Eleni Griva – International Electronic Journal of Elementary Education, 2023
Content and Language Integrated Learning (CLIL) is an innovative approach which attempts to comprise holistic features, focusing on the meaning and at the same time providing opportunities for purposeful language use (Dalton-Puffer, 2007). Based on the triptych language of learning, language for learning and language through learning- this program…
Descriptors: Greek, English (Second Language), Second Language Learning, Second Language Instruction
Hobbs, Laura; Fogg-Rogers, Laura – School Science Review, 2019
Three projects that use evidence- and research-based practice to engage and support three under-served audiences -- children with special educational needs (Science Hunters -- Lancaster University), young carers (Young Carer Chemistry Workshops at Cotton On -- Science from the Start) and girls and women in engineering (Women Like Me -- UWE…
Descriptors: Foreign Countries, Science Instruction, STEM Education, Disproportionate Representation
Fisher, Forest; Warner, Jared; Mickelson, Nate – PRIMUS, 2019
Gentrification is a complex issue with very real repercussions for urban youth. Games make learning fun and provide a way for students to explore complex systems through recursive play. We describe a board game designed to help students explore ratios and proportional reasoning while simultaneously engaging the causes and effects of…
Descriptors: Disadvantaged, Social Class, Change, Middle Class
García-López, Luis M.; Gutiérrez, David; Sánchez-Mora, David; Harvey, Stephen – Physical Education and Sport Pedagogy, 2019
Background: A recurrent theme posited by academics is the lack of widespread utilization of Teaching Games for Understanding (TGfU) by physical education (PE) teachers in schools, particularly in the form it was initially described. Using TGfU in practice is challenging for many teachers impacting its adoption. Purpose: The objective of this study…
Descriptors: Foreign Countries, Physical Education, Educational Games, Physical Education Teachers

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