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Tenoschok, Mike – Journal of Physical Education, Recreation & Dance, 2016
The purpose of this article is to describe the various ways in which the developmental needs of middle school students can be met in a physical education program. The themes of exploration and individualization appear throughout the article to emphasize the importance of providing a variety of sports, games and physical activity options for middle…
Descriptors: Middle School Students, Physical Education, Games, Student Participation
Vysotskaya, Anna; Kolvakh, Oleg; Stoner, Greg – Accounting Education, 2016
The aim of this paper is to describe the innovative teaching approach used in the Southern Federal University, Russia, to teach accounting via a form of matrix mathematics. It thereby contributes to disseminating the technique of teaching to solve accounting cases using mutual calculations to a worldwide audience. The approach taken in this course…
Descriptors: Computation, Teaching Methods, Mathematics, Matrices
Agozie, Jayme Gonzales – ProQuest LLC, 2016
The purpose of this quantitative study was to examine the ability of standardized test scores to predict the performance of students in first-year mathematics courses, and the extent to which these tests displayed differential validity among various subgroups. Using discriminant analysis, it was established that the following percentages of…
Descriptors: College Entrance Examinations, Standardized Tests, Numbers, Hispanic American Students
Pinder, Patrice Juliet – Online Submission, 2016
Although game based learning (gbl) has been widely utilized by the military, education, marketing, and advertising sectors, its effectiveness as a learning strategy or training tool is still unclear (Ariffin, Oxley, & Suliman, 2014). The present study addresses this gap and examines the effectiveness of using game based learning in primary…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Elementary Education
Moseley, Alex – International Journal of Game-Based Learning, 2012
Drawing on a participatory study of the Perplex City alternate reality game, this paper considers the data obtained through participation and a detailed survey of the most engaged players, in order to determine the most engaging features and suggest methods for their transfer to educational contexts. Originally presented at a conference in 2008,…
Descriptors: Computer Games, Educational Games, Game Theory, Learner Engagement
García-García, César; Fernández-Robles, José Luis; Larios-Rosillo, Victor; Luga, Hervé – International Journal of Game-Based Learning, 2012
This article presents the current development of a serious game for the simulation of massive evacuations. The purpose of this project is to promote self-protection through awareness of the procedures and different possible scenarios during the evacuation of a massive event. Sophisticated behaviors require massive computational power and it has…
Descriptors: Computer Games, Computer Simulation, Educational Games, Crisis Management
Jana, Bekešová; Iveta, Romanová – ICTE Journal, 2019
The paper focuses on six technological innovations which have influenced English language teaching and learning. Their potential is analysed and the way suggested how they could be creatively used. In the research part, authors introduce the most popular ones among English teachers and present those they would like to apply within the lessons.…
Descriptors: Instructional Innovation, Teaching Methods, English (Second Language), Second Language Learning
Godwin-Jones, Robert – Language Learning & Technology, 2019
It has been repeatedly asserted in recent years that telecollaboration is such a powerful and effective tool for both second language acquisition (SLA) and fostering intercultural communication competence (ICC) that it should be regularly included in foreign language instruction (Çiftçi & Savas, 2018; Lewis & O'Dowd, 2016a; O'Dowd, 2016a;…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Social Media, Teaching Methods
Chun, Dorothy M. – Educational Technology & Society, 2019
Based on my role as Editor in Chief of the journal Language Learning & Technology since 2000 and on my experiences as a technology-enhanced language learning (TELL) researcher, developer and teacher, I will provide an overview of recent cutting-edge research on the uses of technologies for second language teaching and learning. I suggest that…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Educational Technology
Jensen, Signe Hannibal – Language Learning & Technology, 2019
Through the analytical lens of activity theory (Leontiev, 1978, Lantolf & Thorne, 2006), the present study investigates the uptake of affordances for language learning by young (ages 7-11) Danish children (N = 15) in their engagement with English language media in the digital wild. Drawing on ethnographic interviews (Spradley, 1979), during…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Games
Grabman, Rebecca; Stol, Talia; McNamara, Annie; Brahms, Lisa – Journal of Museum Education, 2019
This article describes Children's Museum of Pittsburgh's multi-phase approach to developing professional development (PD) for its maker educators. Researchers engaged maker educator staff in research-practice partnerships at each stage of the process, with the intention of supporting maker educators in developing their practice. Grounded in…
Descriptors: Museums, Faculty Development, Theory Practice Relationship, Sociocultural Patterns
Allsop, Yasemin – Online Submission, 2019
This thesis examines children's thinking, learning and metacognition when designing their own computer games. The study aims to understand more about what kind of learning takes place, and how it emerges whilst children are authoring their own computer games. The aim is to get an insight into the cognitive processes students exercise that…
Descriptors: Computer Games, Thinking Skills, Metacognition, Learning Processes
Istance, David; Paniagua, Alejandro – Center for Universal Education at The Brookings Institution, 2019
This report follows up on the book "Leapfrogging Inequality: Remaking Education to Help Young People Thrive," published in 2018 by the Center for Universal Education (CUE) at the Brookings Institution. The book argued the importance of education leapfrogging--creating transformative shifts rather than incremental evolution by harnessing…
Descriptors: Educational Innovation, Educational Change, Teaching Methods, Teacher Role
Grindal, Todd; Silander, Megan; Gerard, Sarah; Maxon, Tiffany; Garcia, Elisa; Hupert, Naomi; Vahey, Phil; Pasnik, Shelley – Education Development Center, Inc., 2019
This study's goal was to understand the extent to which providing access to media resources focused on critical science and engineering concepts can help children living in low-income households learn. The resources examined were from the PBS KIDS multi-platform property "The Cat in the Hat Knows a Lot About That!" Researchers found that…
Descriptors: Educational Media, Educational Television, Childrens Literature, Video Games
Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2019
The Good Behavior Game (GBG) is a classroom management system that employs an interdependent group contingency, whereby students work as a team to win the game. Although previous anecdotal data have suggested that this arrangement may promote prosocial behavior, teachers may have concerns about its fairness and potential to evoke negative peer…
Descriptors: Educational Games, Student Behavior, Peer Influence, Classroom Techniques

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