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Seward, Jannike; Schuster, John W.; Ault, Melinda Jones; Collins, Belva C.; Hall, Meada – Education and Training in Autism and Developmental Disabilities, 2014
We compared the effects of simultaneous prompting and constant time delay in teaching two solitaire card games to five high school students with moderate intellectual disability. An adapted alternating treatments within a multiple probe design was used to evaluate the effectiveness and efficiency of the procedures. Both procedures were effective…
Descriptors: Comparative Analysis, Prompting, Time, Moderate Mental Retardation
Kim, Beaumie; Tan, Lynde; Tan, Seng Chee – Educational Media and Technology Yearbook, 2014
Infusing games into classroom teaching and learning has been a keen interest among researchers and educators. Game-based learning offers potentials for creating twenty-first century learning environment that promises to better engage our digital generation. Yet, creating educational games that both engage learners and address schools' educational…
Descriptors: Game Based Learning, Teaching Methods, Design, Aesthetics
Clara Pracana, Editor; Michael Wang, Editor – Online Submission, 2024
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2024, organized by the World Institute for Advanced Research and Science (WIARS), held in International Psychological Applications Conference and Trends (InPACT) 2024, held in Porto, Portugal, from 20 to 22 of April…
Descriptors: Educational Psychology, Statistics, Epistemology, Student Attitudes
Hellermann, John; Thorne, Steven L.; Fodor, Peter – Classroom Discourse, 2017
Literacy, and particularly reading, is critical to success in schooling and full participation in contemporary societies. As one of the primary skills needed to develop proficiency in a language, the study of reading in additional languages has attracted significant research attention. Focusing on behaviourally visible and locally occasioned…
Descriptors: Oral Reading, Reading Aloud to Others, English Language Learners, Handheld Devices
Ebrahimzadeh, Mohsen; Alavi, Sepideh – Teaching English with Technology, 2017
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, High School Students
Silva, V.; Campos, C.; Sá, A.; Cavadas, M.; Pinto, J.; Simões, P.; Machado, S.; Murillo-Rodríguez, E.; Barbosa-Rocha, N. – Journal of Intellectual Disability Research, 2017
Background: People with Down syndrome (DS) usually display reduced physical fitness (aerobic capacity, muscle strength and abnormal body composition), motor proficiency impairments (balance and postural control) and physical functional limitations. Exergames can be an appealing alternative to enhance exercise engagement and compliance, whilst…
Descriptors: Down Syndrome, Intellectual Disability, Physical Fitness, Muscular Strength
Buchheister, Kelley; Jackson, Christa; Taylor, Cynthia E. – Australian Primary Mathematics Classroom, 2017
Providing students with an opportunity to explore mathematical content through games allows teachers to include tasks that: (1) present alternative representations of the content; (2) welcome various expressions of mathematical reasoning; and (3) incorporate variations that empower all students to engage in the problem solving process. Games not…
Descriptors: Mathematics Instruction, Educational Games, Mathematical Logic, Access to Education
Yavuzcan, H. Güçlü; Sahin, Damla – Design and Technology Education, 2017
In industrial design (ID) education, mechanics-based courses are mainly based on a traditional lecture approach and they are highly abstract for ID students to comprehend. The existing studies highlight the requirement of a new approach for mechanics-based courses in ID departments. This study presents a combined teaching model for mechanisms…
Descriptors: Industry, Design, Teaching Methods, Active Learning
Reyna, Jorge; Hanham, Jose; Meier, Peter – E-Learning and Digital Media, 2017
The notion of students as co-creators of content in higher education is gaining popularity, with an ever-increasing emphasis on the development of digital media assignments. In a separate paper, the authors introduced the Digital Media Literacies Framework, which is composed of three interrelated domains: (1) conceptual, (2) functional, and (3)…
Descriptors: Taxonomy, Multimedia Materials, Electronic Publishing, Student Developed Materials
Butler, Yuko Goto – Language Teaching Research, 2017
This article focuses on the design of digital instructional game (DIG) tasks for young second language (L2) learners. The aim of the study is to identify motivational task elements based on what children respond to positively in games and incorporate into their own L2 vocabulary learning game designs. Eighty-two sixth-grade students (ages 11-12…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Learning Motivation
Effect of Teaching Races for Understanding in Youth Sailing on Performance, Knowledge, and Adherence
Morales-Belando, María Trinidad; Arias-Estero, José L. – Research Quarterly for Exercise and Sport, 2017
Purpose: The purpose of this study was to know whether an intervention using an adaptation of the teaching games for understanding approach (named teaching races for understanding [TRfU]) led participants to improve skill execution, decision making, race performance, race involvement, race knowledge, enjoyment, intention to continue practicing…
Descriptors: Teaching Methods, Educational Games, Skill Development, Aquatic Sports
Gresch, Eric; Rawls, Janita – Journal of Education for Business, 2017
This exploratory research examines students' perceptions of a capstone business simulation game by identifying (a) courses that were most useful in preparing students for the simulation and (b) interpersonal skills students found most helpful when working with teammates on the simulation. Also identified are the simulation's impact on student…
Descriptors: Business Skills, Success, Simulation, Interpersonal Competence
Rush, Karena S.; Golden, Maria E.; Mortenson, Bruce P.; Albohn, Daniel; Horger, Melissa – Contemporary School Psychology, 2017
Research suggests that mind-body techniques are useful for enhancing self-regulatory behaviors, including attention and emotional regulation. The majority of research in this area focuses on adult behavior. However, there has been a growing interest in using mindfulness techniques with children and more recently, in the school setting. Students…
Descriptors: Biofeedback, Behavior Disorders, Emotional Disturbances, Intervention
Rendy; Kristanda, Marcel Bonar; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
The growth of kids' brain could be optimized by recognizing something. Learning to recognize animals is one of the methods to stimulate the children's brain growth to imagine. Nevertheless, kids tend to spend all their time by playing and could not focus to recognize the animals due to the way of learning which is usually not interactive and not…
Descriptors: Recognition (Psychology), Animals, Brain, Child Development
Meishar-Tal, Hagit; Ronen, Miky – International Journal of Mobile and Blended Learning, 2017
This paper describes a workshop held as part of preparations for a large scale implementation of a mobile game designed to support learning of the topic "my hometown." The study reveals teachers' attitudes towards the incorporation of smartphones in teaching and learning in school and whether these attitudes changed after experiencing…
Descriptors: Teacher Attitudes, Learning Experience, Electronic Learning, Handheld Devices

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