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Groth, Randall E.; Butler, Jaime; Nelson, Delmar – Teaching Statistics: An International Journal for Teachers, 2016
Students can struggle to understand and use terms that describe probabilities. Such struggles lead to difficulties comprehending classroom conversations. In this article, we describe some specific misunderstandings a group of students (ages 11-12) held in regard to vocabulary such as "certain", "likely" and…
Descriptors: Statistical Analysis, Statistics, Probability, Misconceptions
Tyndale, Eric; Ramsoomair, Franklin – Journal of Educational Technology, 2016
Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…
Descriptors: Video Games, Handheld Devices, Story Telling, Interactive Video
Holmes, Jeffrey Brandon – ProQuest LLC, 2016
This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
van der Pal, Jelke; Roos, Christopher; Sewnath, Ghanshaam; Rosheuvel, Christian – International Association for Development of the Information Society, 2016
The prospective use of low fidelity simulation and gaming in aviation training is high, and may facilitate individual, personal training needs in usually asynchronous training setting. Without direct feedback from, or intervention by, an instructor, adaptivity of the training environment is in high demand to ensure training sessions maintain an…
Descriptors: Educational Games, Brain, Aviation Education, Cognitive Processes
Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah – E-Learning and Digital Media, 2015
As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…
Descriptors: Video Games, Critical Viewing, Popular Culture, Adolescent Attitudes
Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Samur, Yavuz – Educational Media International, 2015
This study examined the effects of a learning game, [The Math App] on the mathematics proficiency of middle school students. For the study, researchers recruited 306 students, Grades 6-8, from two schools in rural southwest Virginia. Over a nine-week period, [The Math App] was deployed as an intervention for investigation. Students were assigned…
Descriptors: Educational Games, Mathematics Skills, Middle School Students, Grade 6
Zhang, M. – Journal of Computer Assisted Learning, 2015
Although the Internet is widely used by students in both formal and informal environments, little is known about how and where youth spend their time online. Using Internet search and Web analytics data, this study discovered a large-scale phenomenon associated with the poor performance of elementary school students in the USA that has been…
Descriptors: Internet, Web Sites, Low Achievement, Elementary School Students
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Copelia Mateo-Guillen, Editor; Antonio Cortijo Ocaña, Editor – IGI Global, 2025
Education has undergone profound transformations with the addition of digital learning and educational technologies. Technology reshapes how knowledge is delivered, accessed, and engaged with, breaking down traditional barriers of time, location, and resource limitations. Innovations like online learning platforms, immersive simulations,…
Descriptors: Educational Technology, Technology Uses in Education, Graduate Students, Student Attitudes
Ding, Xiaohao; Ha, Wei; Kang, Le; Morgan, W. John – ECNU Review of Education, 2018
Purpose: The oversupply of college graduates and increasing competition in the Chinese urban labor market have forced college students to undertake internships much earlier and to a greater intensity in the hope of boosting their employment prospects. It may be argued that the considerable time and energy thus spent on internships is deleterious…
Descriptors: Foreign Countries, College Students, Internship Programs, Educational Games
Vandermaas-Peeler, Maureen; Westerberg, Lauren; Fleishman, Hailey; Sands, Kaitlin; Mischka, Melissa – International Journal of Early Years Education, 2018
This study investigated the influence of guidance instruction and type of activity on parental guidance of young children's mathematics and scientific inquiry during cooking, games, and nature activities at home. Thirty families participated with their preschool-aged child; half were randomly assigned to an inquiry guidance instruction group and…
Descriptors: Parents as Teachers, Parent Role, Preschool Children, Inquiry
Lee, Pai-Lin; Chang, Hui-Hsiang; Huang, Chih Kun; Cheng, Wen-Chen; Lee, Pi-Yu; Chao, Hui-Chen – Educational Gerontology, 2018
Objective: Memory loss affects a large proportion of older adults. Research indicates a positive association between memory training and better memory performance as people age. However, studies on specific memory training using an experimental design are limited. This study explored whether memory training has improved memory performance in a…
Descriptors: Memory, Training, Older Adults, Educational Gerontology
Staiano, Amanda; Kihm, Holly S.; Sandoval, Patricia – Journal of Family and Consumer Sciences, 2018
Obesity and weight management in children and youth continue to be challenging to address, affecting one-third of children and adolescents in the United States. Fewer than half of children (ages 6-11 years) and 8% of adolescents meet recommendations for daily physical activity. However, exergaming (a physical form of controlling video games) has…
Descriptors: Physical Activities, Video Games, Obesity, Body Weight
Yeh, Y. -c.; Lin, C. S. – Journal of Computer Assisted Learning, 2018
Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player-related factors might influence the learning outcomes of digital creativity games. This study identifies 3 individual…
Descriptors: Goal Orientation, Academic Achievement, Structural Equation Models, Self Efficacy
Lu, Andrew; Chan, Sandra; Cai, Yiyu; Huang, Lihui; Nay, Zin Tun; Goei, Sui Lin – Interactive Learning Environments, 2018
Autism Spectrum Disorder (ASD) is a developmental disorder with different levels of severity. Although the exact causes of ASD is not yet known, nor is there a medical cure for ASD to date, special facilities and schools have been established to help individuals coping better and becoming more independent. With the advancement in Virtual Reality…
Descriptors: Autism, Pervasive Developmental Disorders, Simulated Environment, Educational Technology

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