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Ledford, Jennifer R.; Chazin, Kate T.; Harbin, Emilee R.; Ward, Sarah E. – Topics in Early Childhood Special Education, 2017
Limited data are available regarding how response prompting procedures should be used in early childhood settings. The purpose of this study was to compare the efficiency of progressive time delay instruction presented via two trial arrangements: massed and embedded. During massed trial sessions, a short instructional session was conducted,…
Descriptors: Prompting, Responses, Early Childhood Education, Program Effectiveness
Saito, Daisuke; Washizaki, Hironori; Fukazawa, Yoshiaki – Journal of Information Technology Education: Research, 2017
Aim/Purpose: When learning to program, both text-based and visual-based input methods are common. However, it is unclear which method is more appropriate for first-time learners (first learners). Background: The differences in the learning effect between text-based and visual-based input methods for first learners are compared the using a…
Descriptors: Programming, Computer Science Education, Comparative Analysis, Questionnaires
Buckley, Patrick; Doyle, Elaine; Doyle, Shane – Educational Technology & Society, 2017
Gamification is presented in the literature as a pedagogical innovation that may increase student engagement and enhance learning. This study explores students' perceptions of a gamified learning intervention deployed in a large undergraduate module and a small postgraduate module. Given the dearth of previous empirical work, an exploratory…
Descriptors: Teaching Methods, Educational Games, Student Attitudes, Intervention
Sormunen, Marjorita; Miettinen, Hanna – Cogent Education, 2017
Mobile devices are increasingly being used, in various ways, to collect data and are also increasingly related to individuals' health behaviors. Because of the paucity of available data about the process of mobile data collection in tracking daily health behaviors among children, we designed this pilot study to determine the possibilities and the…
Descriptors: Telecommunications, Handheld Devices, Video Games, Health Behavior
Jashinsky, Jared; Gay, Jennifer; Hansen, Nathan; Muilenburg, Jessica – American Journal of Health Education, 2017
Background: TV viewing and computer game use may both limit physical activity, but only TV viewing may promote a poorer diet due to exposure to food advertising and availability of the hands for snacking. Purpose: The purpose of this study was to investigate relationships between the different screen times and type 2 diabetes markers among youth.…
Descriptors: Television Viewing, Computer Games, Play, Physical Activities
Stansbury, Jessica A.; Earnest, David R. – Teaching of Psychology, 2017
Motivation and game research continue to demonstrate that the implementation of game design characteristics in the classroom can be engaging and intrinsically motivating. The present study assessed the extent to which an industrial organizational psychology course designed learning environment created with meaningful gamification elements can…
Descriptors: Industrial Psychology, Educational Games, Courses, Student Motivation
Xinogalos, Stelios; Satratzemi, Maya; Malliarakis, Christos – Education and Information Technologies, 2017
Teaching and learning programming constitutes a challenge. Although several teaching approaches and programming tools have been proposed, it seems that they have limited impact on classroom practice. This article investigates students' perceptions on five educational programming environments that are widely used and the features that any…
Descriptors: Computer Science Education, Programming, Introductory Courses, Student Attitudes
Jensen, Camilla Gyldendahl – Journal of Problem Based Learning in Higher Education, 2017
"Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…
Descriptors: Computer Simulation, Web 2.0 Technologies, Problem Based Learning, Teaching Methods
Ensign, Julene; Woods, Amelia Mays; Kulinna, Pamela Hodges – Journal of Teaching in Physical Education, 2017
Purpose: This study evaluated the teaching effectiveness of six first-year physical educators, three Southwestern and three Midwestern graduates, employing different curricular approaches. Method: Utilizing surveys, interviews, questionnaires, and systematic observations, data were analyzed through a framework of seven essential teaching tasks…
Descriptors: Physical Education Teachers, Faculty Development, Comparative Analysis, Teacher Effectiveness
Kim, Heesung; Ke, Fengfeng; Paek, Insu – Technology, Pedagogy and Education, 2017
This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of…
Descriptors: Educational Games, Virtual Classrooms, Elementary School Students, Grade 4
Slentz, Jessica E.; Kondrlik, Kristin E.; Lyons-McFarland, Michelle – Composition Studies, 2017
English 150: Expository Writing is an undergraduate course in expository and research writing offered by special partnership to both the students of Case Western Reserve University (CWRU) and the students of the Cleveland Institute of Music (CIM). The course provides student writers experience in the critical reading and writing practices required…
Descriptors: Writing (Composition), Writing Instruction, Expository Writing, Undergraduate Study
Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris – Journal of Educational Technology Systems, 2017
We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…
Descriptors: Teaching Methods, Learner Engagement, Cooperative Learning, Technology Uses in Education
Frolova, Natalia – Educational Research and Reviews, 2017
Integration of information communication technologies, enhancing students' motivation and adding to personalized learning, into higher education is challenging but beneficial. It is particularly acute in the field of foreign language learning which requires language competence formation along with knowledge of grammar patterns, vocabulary…
Descriptors: Second Language Learning, Higher Education, Electronic Learning, Online Courses
Pedersen, Scott J.; Cooley, Paul D.; Cruickshank, Vaughan J. – Physical Education and Sport Pedagogy, 2017
Background: The advent of technology use in physical education is upon us. But the implications of using exergames as a substitute for traditional physical education instruction for some students raise questions. Although exergames have the potential to increase energy expenditure and motivation in some children, it is less clear whether they can…
Descriptors: Teaching Methods, Physical Education, Exercise, Program Effectiveness
Chen, Peayton; Kuo, Rita; Chang, Maiga; Heh, Jia-Sheng – Research and Practice in Technology Enhanced Learning, 2017
The research team has developed a web-based multiplayer trading card game to allow teachers choosing cards as rewards for students who actively participate in discussions and classroom activities as well as perform well in terms of doing assignments and writing exams or quizzes. In order to verify the effectiveness of the use of in-game cards as…
Descriptors: Elementary School Students, Grade 5, Games, Computer Simulation

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