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Bosschaart, Adwin; van der Schee, Joop; Kuiper, Wilmad – Journal of Environmental Education, 2016
This study focused on designing a flood-risk education program to enhance 15-year-old students' flood-risk perception. In the flood-risk education program, learning processes were modeled in such a way that the arousal of moderate levels of fear should prompt experiential and analytical information processing. In this way, understanding of flood…
Descriptors: Natural Disasters, Emergency Programs, Foreign Countries, Adolescents
Buckley, Patrick; Doyle, Elaine – Interactive Learning Environments, 2016
The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a…
Descriptors: Educational Games, Intervention, Learner Engagement, Pretests Posttests
Spriggs, Amy D.; Gast, David L.; Knight, Victoria F. – Journal of Autism and Developmental Disorders, 2016
The purpose of this study was to evaluate both video modeling and observational learning to teach age-appropriate recreation and leisure skills (i.e., accessing video games) to students with autism spectrum disorder. Effects of video modeling were evaluated via a multiple probe design across participants and criteria for mastery were based on…
Descriptors: Video Technology, Modeling (Psychology), Observation, Recreational Activities
Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben – TEACHING Exceptional Children, 2016
One can barely keep up with the pace at which new educational games and apps are being introduced and digested in the market. With so many choices available, how do schools and teachers decide what to use? How do they have confidence their choices will result in desired outcomes? Education technology offers a number of potential benefits that can…
Descriptors: Educational Technology, Educational Games, Computer Oriented Programs, Technology Uses in Education
Chapman-Novakofski, Karen; Muzaffar, Henna; Castelli, Darla; Scherer, Jane – International Journal of Web-Based Learning and Teaching Technologies, 2016
Health information on the Internet is popular for both adults and adolescents. Providing this information in an enjoyable manner during school may provide an alternative to teacher-led education. However, there are advantages and disadvantages of "edutainment". The objective of this study was to explore these advantages and disadvantages…
Descriptors: Web Sites, Educational Games, Middle School Students, Student Attitudes
Sonnenschein, Susan; Metzger, Shari R.; Dowling, Rebecca; Gay, Brittany; Simons, Cassandra L. – Journal of Applied Research on Children, 2016
The preschool years are a critical time for math development. Unfortunately, children from low-income backgrounds often enter kindergarten with lower math skills than middle-income peers, perhaps due to less math exposure at home. Few home-based math interventions are available for preschool age children; those that do exist are costly and…
Descriptors: Intervention, Mathematics Instruction, Low Income, Preschool Children
Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben – Grantee Submission, 2016
Hope Elementary School recently purchased tablets for all of its students to facilitate the use of technology in the classroom. The principal at Hope Elementary understands that technology can be an efficient and effective way for teachers to access materials and differentiate instruction to support the achievement of all learners. However, some…
Descriptors: Educational Technology, Educational Games, Computer Oriented Programs, Technology Uses in Education
Activities Contributing a Great Deal to the Students' Interactive Skills in Foreign Language Classes
Asatryan, Susanna – Bulgarian Comparative Education Society, 2016
While teaching speaking it is desired to provide a rich environment in class for meaningful communication to take place. With this aim, various speaking activities can contribute a great deal to students in developing their interactive skills necessary for life. These activities make students active in the learning process and at the same time…
Descriptors: Second Language Instruction, Language Skills, Interaction, Communication Skills
Sanders, Veronica – ProQuest LLC, 2016
This study implemented and evaluated gaming instruction as a professional development for science teachers at a Georgia high school. It was guided by four research questions that (a) assessed the impact of training in gaming instruction and evaluation of that training on science teachers' ability to use games; (b) examined evidence showing that…
Descriptors: Secondary School Science, Action Research, Research Projects, Secondary School Teachers
Pittman, Erin Maloney – ProQuest LLC, 2016
This quantitative study examined differences in engagement among male and female middle school students when using MinecraftEDU as an instructional tool. Fifty-seven seventh grade students completed an Experience Sampling Form after completing classroom assignments using MinecraftEDU on two occasions. This study examined whether males and females…
Descriptors: Middle School Students, Statistical Analysis, Gender Differences, Educational Technology
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Educational Technology, Technology Uses in Education, Migrant Education, Adult Education
Ching, Dixie – Cultural Studies of Science Education, 2012
Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may…
Descriptors: Instructional Design, Constructivism (Learning), Expertise, Video Games
Öttl, Ulrich Franz Josef; Pichler, Bernhard; Schultze-Naumburg, Jonas; Wadispointner, Sabine – Campus-Wide Information Systems, 2014
Purpose: The purpose of the present paper is to describe a web-based consensus-finding procedure, resulting in an agreement among the group of participants representing global stakeholders regarding the interdisciplinary topic in a university master's seminar on "Global Studies". The result of the collectively elaborated solution…
Descriptors: Foreign Countries, Internet, Masters Programs, Global Education
Day, Lorraine – Australian Primary Mathematics Classroom, 2014
The Reasoning Proficiency in number and algebra is about children making sense of the mathematics by explaining their thinking, giving reasons for their decisions and describing mathematical situations and concepts. Lorraine Day notes, children need to be able to speak, read and write the language of mathematics while investigating pattern and…
Descriptors: Algebra, Mathematics Instruction, Mathematical Logic, Logical Thinking
Norton, Anderson; Deater-Deckard, Kirby – International Journal of Science and Mathematics Education, 2014
Because of their focus on psychological structures and operations, neo-Piagetian approaches to learning lend themselves to neurological hypotheses. Recent advances in neural imaging and educational technology now make it possible to test some of these claims. Here, we take a neo-Piagetian approach to mathematical learning in order to frame two…
Descriptors: Cognitive Development, Child Development, Learning Theories, Neurosciences

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