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Branigan, Holly P.; Tosi, Alessia; Gillespie-Smith, Karri – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2016
It is well established that adults converge on common referring expressions in dialogue, and that such lexical alignment is important for successful and rewarding communication. The authors show that children with an autistic spectrum disorder (ASD) and chronological- and verbal-age-matched typically developing (TD) children also show spontaneous…
Descriptors: Autism, Pervasive Developmental Disorders, Comparative Analysis, Games
Zhang, Meilan – British Journal of Educational Technology, 2016
Despite the growing scholarly interest in educational computer games, research on popular online educational games is rare. Little is known about which online educational games are popular and to what extent, what kind of users are more interested in these games and how interest in the games is related to academic performance. To fill this gap,…
Descriptors: Educational Games, Computer Uses in Education, Internet, Use Studies
Bakhsh, Sahar Ameer – English Language Teaching, 2016
Over the last few decades, teaching English become a phenomenon in Saudi Arabia, especially to young learners. English is taught as a main subject in kindergarten and elementary schools. Like any other children, Saudis accept new foreign languages easily, but they get bored very fast if the teacher is teaching them using the old conventional…
Descriptors: Teaching Methods, Educational Games, Vocabulary Development, English (Second Language)
Sturm, Sean; Turner, Stephen – Educational Philosophy and Theory, 2016
This article considers the "creative education" of influential Aotearoa/New Zealand art educator Elwyn Richardson, which is based on what he calls the "discovery method": the "concentrated study of material from [students'] own surroundings." Through a game that his students play with tyres, we explore the role that…
Descriptors: Educational Philosophy, Foreign Countries, Art Education, Role
Fuchigami, Kei; Schrandt, Matthew; Miessler, Gary L. – Journal of Chemical Education, 2016
A hands-on symmetry project is proposed as an innovative way of teaching point groups to undergraduate chemistry students. Traditionally, courses teaching symmetry require students to identify the point group of a given object. This project asks the reverse: students are instructed to identify an object that matches each point group. Doing so…
Descriptors: Creative Teaching, Teaching Methods, Science Instruction, Chemistry
Johnson, W. Lewis; Lester, James C. – International Journal of Artificial Intelligence in Education, 2016
Johnson et al. ("International Journal of Artificial Intelligence in Education," 11, 47-78, 2000) introduced and surveyed a new paradigm for interactive learning environments: animated pedagogical agents. The article argued for combining animated interface agent technologies with intelligent learning environments, yielding intelligent…
Descriptors: Teaching Methods, Intelligent Tutoring Systems, Outcomes of Education, Computer Assisted Instruction
Pill, Shane – Sport, Education and Society, 2016
This paper reports on research framed as a strengths-based appreciative inquiry (AI) into the use of a game sense (GS) approach for sport and games teaching in physical education (PE). The aim of this research was to find the elements which sustain teachers in the use of a GS approach. This is particularly pertinent given strong advocacy for GS as…
Descriptors: Teaching Methods, Athletics, Physical Education, Games
Kurushkin, Mikhail; Mikhaylenko, Maria – Journal of Chemical Education, 2016
A competitive educational guessing game "Orbital Battleship" which reinforces Madelung's and Hund's rules, values of quantum numbers, and understanding of periodicity was designed. The game develops strategic thinking, is not time-consuming, requires minimal preparation and supervision, and is an efficient and fun alternative to more…
Descriptors: Educational Games, Science Instruction, Thinking Skills, Skill Development
Riggs, Anne E.; Young, Andrew G. – Developmental Psychology, 2016
What influences children's normative judgments of conventional rules at different points in development? The current study explored the effects of two contextual factors on children's normative reasoning: the way in which the rules were learned and whether the rules apply to the self or others. Peer dyads practiced a novel collaborative board game…
Descriptors: Child Development, Cognitive Development, Logical Thinking, Context Effect
Davis, Don; Marone, Vittorio – International Journal of Game-Based Learning, 2016
In the learning sciences and game studies communities, there has been an increasing interest in the potential of game-related "paratexts" and "surrounds" in supporting learning, such as online discussion forums and gaming affinity spaces. While there have been studies identifying how learning occurs in such communities, little…
Descriptors: Computer Mediated Communication, Discussion Groups, Educational Games, Learning Processes
Liu, Min; Lee, Jaejin; Kang, Jina; Liu, Sa – Technology, Knowledge and Learning, 2016
Using a multi-case approach, we examined students' behavior patterns in interacting with a serious game environment using the emerging technologies of learning analytics and data visualization in order to understand how the patterns may vary according to students' learning characteristics. The results confirmed some preliminary findings from our…
Descriptors: Case Studies, Student Behavior, Behavior Patterns, Games
Sakai, Kyohei; Shiota, Shingo – International Association for Development of the Information Society, 2016
This paper explores the use of gamification in math lessons for children in order to highlight the relationship between math education and its application to society. In school education, there is an existing problem about how to relate concepts learned in math to everyday life. One of the reasons for this problem is that it is difficult for…
Descriptors: Teaching Methods, Mathematics Instruction, Educational Games, Grade 6
Theodoulou, Photini; Avraamidou, Lucy; Vrasidas, Charalambos – Educational Media International, 2015
Drawing on the theories of symbolic interactionism, social constructivism, and flow, this research examines the integration of the electronic game of the World Food Programme of the UN "Food Force" in a unit on active citizenship and poverty eradication. The research was conducted in two ninth-grade classes of an urban high school in…
Descriptors: Foreign Countries, Computer Games, Affordances, Case Studies
Inan, Mehmet; Dervent, Fatih; Özden, Bülent; Arslantas, Bülent – World Journal of Education, 2015
The purpose of this study was to examine students' responses to the digital and the active version of Angry Birds™ according to students' mathematics grades. The relational screening model was used to reveal the relationship between the students' responses and their math grades. The participants were 26 elementary and secondary school students…
Descriptors: Elementary School Students, Secondary School Students, Student Attitudes, Mathematics Instruction
Novak, Elena; Tassell, Janet Lynne – British Journal of Educational Technology, 2015
This dataset includes a series of 30 education-related majors' performance measures before and after they completed a 10-hour video game practice in a computer lab. The goal of the experimental study was to examine the effects of action video gaming on students' mathematics performance and mathematics anxiety as mediated by the effect of attention…
Descriptors: Video Games, Drills (Practice), Educational Games, Teaching Methods

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