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Harris, Christopher Glenn – ProQuest LLC, 2013
Human Computation methods such as crowdsourcing and games with a purpose (GWAP) have each recently drawn considerable attention for their ability to synergize the strengths of people and technology to accomplish tasks that are challenging for either to do well alone. Despite this increased attention, much of this transformation has been focused on…
Descriptors: Computation, Games, Information Science, Information Retrieval
Damon Leiss; Paul Luebbers – Advocate, 2013
Associations have been made among having a low self-esteem and both being a bully and being bullied. With bullying and its victimization being a common problem in today's schools, increasing students' self-esteem could benefit schools with this dilemma. Learning martial arts has been shown to increase students' self-esteem. However, training in…
Descriptors: Self Esteem, Educational Games, Bullying, Victims
Kosmas, Panagiotis; Ioannou, Andri; Zaphiris, Panayiotis – Educational Media International, 2019
The relationship among bodily movements, cognitive abilities, and academic achievement in children is receiving considerable attention in the research community. The embodied learning approach is based on the idea of an inseparable link between body and mind in learning, aiming for teaching methods that promote children's active engagement in the…
Descriptors: Motion, Cognitive Development, Correlation, Academic Achievement
Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole – Cultural Studies of Science Education, 2012
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge…
Descriptors: Foreign Countries, Video Games, Teaching Methods, Botany
Metcalf, Shari; Chen, Jason; Kamarainen, Amy; Frumin, Kim; Vickrey, Trisha; Grotzer, Tina; Dede, Chris – International Journal of Virtual and Personal Learning Environments, 2014
In incorporating technology in science education, some have expressed concern that the value added by technology is primarily due to the novelty or excitement about using the devices, resulting in no lasting effect on student motivation or learning in science. This research addresses this concern through evaluation of student motivation during a…
Descriptors: Student Motivation, Virtual Classrooms, Computer Uses in Education, Computer Simulation
Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald – Education and Information Technologies, 2014
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Descriptors: Aging (Individuals), Intergenerational Programs, Video Games, Computer Games
Bate, Frank; MacNish, Jean; Males, Steven – Learning, Media and Technology, 2014
This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions…
Descriptors: Educational Games, Teaching Methods, Single Sex Schools, Males
Samuel Elliott; Geoffrey Elliott – English Journal, 2014
This article reports on an ethnographic analysis of students who play chess at a mixed comprehensive school in England. The authors explore how children learn when playing chess and speculate about how the appeal of the game could be used by secondary teachers to improve English lessons.
Descriptors: Foreign Countries, Secondary School Curriculum, Secondary School Students, Secondary School Teachers
Seifi, Mohammad; Derikvandi, Zahra; Moosavipour, Saeed; Khodabandelou, Rouhollah – International Journal of Education and Literacy Studies, 2015
The main aim of this research was to investigate the effect of computer games on student' critical thinking disposition and educational achievement. The research method was descriptive, and its type was casual-comparative. The sample included 270 female high school students in Andimeshk town selected by multistage cluster method. Ricketts…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Critical Thinking
Mabingo, Alfdaniels – Journal of Dance Education, 2015
Dances from African communities are gradually getting incorporated into formal education at pre-tertiary and tertiary levels in the United States. Whereas strides have been made to embrace this artistic and cultural diversity, the instructional methodologies that are applied in teaching these dances are commonly founded on Western pedagogic canons…
Descriptors: Foreign Countries, Dance Education, Ethnography, Teaching Experience
Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy – Educational Media International, 2015
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary…
Descriptors: Literature Reviews, Educational Games, Handheld Devices, Courseware
Liao-Troth, Sara; Thomas, Stephanie P.; Webb, G. Scott – Marketing Education Review, 2015
The Value Chain Game is an activity that helps students to develop a holistic understanding of the processes and challenges in managing the value chain so that customer needs are met. Competing value chains work to produce and sell two products. Seasonal demand, quality defects, transportation delays, and audits offer complexities that represent…
Descriptors: Marketing, Business Administration Education, Teaching Methods, Audits (Verification)
Ideland, Malin; Malmberg, Claes – Environmental Education Research, 2015
This article analyses how "eco-certified children" are constructed as desirable subjects in teaching materials addressing education for sustainable development. We are interested in how discourses structure this cherished practice and how this practice has become "natural" and obvious for us. A discourse analysis is carried out…
Descriptors: Sustainable Development, Environmental Education, Childrens Literature, Textbooks
Mancilla-Caceres, Juan F.; Espelage, Dorothy; Amir, Eyal – Journal of School Violence, 2015
Even though previous studies have addressed the relation between face-to-face bullying and cyberbullying, none have studied both phenomena simultaneously. In this article, we present a computer game-based method to study both types of peer aggression among youth. Study participants included fifth graders (N = 93) in two U.S. Midwestern middle…
Descriptors: Internet, Bullying, Computer Games, Aggression
Jackson, Tanner; Boonthum-Denecke, Chutima; McNamara, Danielle – Journal of Interactive Learning Research, 2015
Intelligent Tutoring Systems (ITSs) are situated in a potential struggle between effective pedagogy and system enjoyment and engagement. iSTART (Interactive Strategy Training for Active Reading and Thinking), a reading strategy tutoring system in which students practice generating self-explanations and using reading strategies, employs two devices…
Descriptors: Intelligent Tutoring Systems, Educational Technology, Reading Strategies, Tutoring

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