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O'Leary, Nick; Longmore, Carl; Medcalf, Richard – Journal of Research in Special Educational Needs, 2015
Research within physical education (PE) utilising the occupational socialisation framework indicates that the childhood phase of socialisation is the most powerful phase of socialisation. However, for most teachers working with pupils experiencing special educational needs (SEN), the childhood phase often lacks direct experience of SEN and thus…
Descriptors: Physical Education, Socialization, Emotional Problems, Behavior Problems
Friedrichs, Henrike; von Gross, Friederike; Herde, Katharina; Sander, Uwe – Journal of Media Literacy Education, 2015
This research project was conducted to explore parental attitudes towards and their mediation of video games. Qualitative, semi-structured interviews with 28 parents (14 couples) assessed their media-related habitus, their media-educational habitus and the interaction between the habitus. The results show that the media-related habitus has a…
Descriptors: Parent Attitudes, Video Games, Semi Structured Interviews, Qualitative Research
Herro, Danielle – Curriculum Journal, 2015
Games and digital media experiences permeate the lives of youth. Researchers have argued the participatory attributes and cognitive benefits of gaming and media production for more than a decade, relying on socio-cultural theory to bolster their claims. Only recently have large-scale efforts ensued towards moving game play and design into formal…
Descriptors: Video Games, Secondary School Curriculum, High Schools, Curriculum Development
Harvey, Stephen; Light, Richard L. – Asia-Pacific Journal of Health, Sport and Physical Education, 2015
Despite the development of a wide body of literature suggesting the efficacy of game-based approaches (GBAs) to teaching and learning, GBAs have not yet been widely adopted by practitioners. A range of challenges face teachers and coaches taking up a GBA with two areas being of particular concern, which are: (1) the teacher's ability to design…
Descriptors: Educational Games, Instructional Effectiveness, Program Implementation, Instructional Design
Delgadillo, Lucy M.; Bushman, Brittani S. – Journal of Extension, 2015
Use of the Money Habitudes exercise has gained popularity among various financial professionals. This article reports on the reliability of this resource. A survey administered to young adults at a western state university was conducted, and each Habitude or "domain" was analyzed using Cronbach's alpha procedures. Results showed all six…
Descriptors: Money Management, Surveys, Young Adults, Extension Education
Lin, Chun-Hsu; Chiu, Chiung-Hui; Hsu, Chih-Chao; Wang, Tzone-I – Asia-Pacific Education Researcher, 2015
This study investigated the influence of requiring elementary students to participate in a detective role-playing game, within which students had to be for or against a controversial issue. Three intact sixth grade classes (N = 94) participated in this study. One class of students was asked to search for supporting evidence for one side of an…
Descriptors: Elementary School Students, Role Playing, Teaching Methods, Persuasive Discourse
Hsu, Chung-Yuan; Liang, Jyh-Chong; Su, Yi-Ching – Asia-Pacific Education Researcher, 2015
Previous studies have suggested that understanding the relationships and developmental paths among TPACK constructs plays a crucial role in teachers' TPACK development process. Researchers (Chai et al.," Edu Technol Soc" 13(4):63-73, 2010) have found that technological knowledge, pedagogical knowledge, and content knowledge are all…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Teacher Competencies, Preschool Teachers
Eagle, Michael; Barnes, Tiffany – International Educational Data Mining Society, 2015
Interactive problem solving environments, such as intelligent tutoring systems and educational video games, produce large amounts of transactional data which make it a challenge for both researchers and educators to understand how students work within the environment. Researchers have modeled the student-tutor interactions using complex network…
Descriptors: Interaction, Teacher Student Relationship, Intelligent Tutoring Systems, Data
Dorneles, Sandro Oliveira; da Costa, Cristiano André; Rigo, Sandro José – International Association for Development of the Information Society, 2015
The possibility of using serious games with problem-based learning opens up huge opportunities to connect the experiences of daily life of students with learning. In this context, this article presents a model for serious and ubiquitous games development, focusing on problem based learning methodology. The model allows teachers to create games…
Descriptors: Educational Games, Problem Based Learning, Educational Technology, Relevance (Education)
Joo Baek Kim – ProQuest LLC, 2015
With rapid advance of information technology (IT), computer-based gaming has flourished for decades. Gaming becomes a part of modern culture, especially among emerging digital generations. In addition to the entertaining purpose, attempts are made to use games for serious purpose, such as education and training. With the genuine characteristics…
Descriptors: Business Administration Education, Game Based Learning, Computer Uses in Education, Graduate Students
Martin, Vance S. – New Directions for Community Colleges, 2011
As this and previous editions of "New Directions for Community Colleges" have argued, digital skills are necessary. Our future economy will be based on them, but there is no consensus on which skills to teach. Many talk about Web 2.0 skills, familiarity with software, and critical thinking skills, yet few mention the potential of video games in…
Descriptors: Video Games, Educational Games, Instructional Materials, Community Colleges
Paracha, Samiullah; Hall, Lynne; Clawson, Kathy; Mitsche, Nicole – International Journal of Virtual and Personal Learning Environments, 2020
Virtual environments have the potential to be an important teaching tool for emotionally sensitive issues capable of producing a sense of presence, perspective-taking and introspection in users in a risk-free, rapid feedback experience. In designing such experiences, it is essential that users are regularly engaged in a collaborative design…
Descriptors: Computer Simulation, Emotional Development, Social Development, Empathy
Kyei-Blankson, Lydia, Ed.; Ntuli, Esther, Ed.; Blankson, Joseph, Ed. – IGI Global, 2020
While online courses are said to be beneficial and many reputable brick and mortar higher education institutions are now offering undergraduate and graduate programs online, there is still ongoing debate on issues related to credibility and acceptability. There is some reluctance to teach online and to admit and hire students who have enrolled in…
Descriptors: Student Experience, Online Courses, Electronic Learning, Teaching Methods
Zayyad, Muhammad, Ed.; Unsal, Atilla Ayaz, Ed. – Online Submission, 2020
"Education Research Highlights in Mathematics, Science and Technology" is published annually from the selected papers invited by the editors. This edition includes 3 sections and 11 papers from the field of Educational Technology, Mathematics Education and Science Education, all submissions are reviewed by at least two international…
Descriptors: Educational Research, Mathematics Education, Science Education, Technology Education
Buschang, Rebecca E.; Kerr, Deirdre S.; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
Appropriately designed technology-based learning environments such as video games can be used to give immediate and individualized feedback to students. However, little is known about the design and use of feedback in instructional video games. This study investigated how feedback used in a mathematics video game about fractions impacted student…
Descriptors: Feedback (Response), Video Games, Educational Games, Mathematics Instruction

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