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Supakata, Nuta; Puangthongthub, Sitthichok; Srithongouthai, Sarawut; Kanokkantapong, Vorapot; Chaikaew, Pasicha – Applied Environmental Education and Communication, 2016
The objective of this study was to develop and implement a Reduce-Reuse-Recycle (RRR) communication strategy through environmental camp as a comprehensive communication tool to promote the RRR concept to elementary school students. Various activities from five learning bases including the folding milk carton game, waste separation relay, recycling…
Descriptors: Environmental Education, Sanitation, Action Research, Participatory Research
Monk, Ellen F.; Lycett, Mark – Education and Information Technologies, 2016
Enterprise Resource Planning Systems (ERP) are very large and complex software packages that run every aspect of an organization. Increasingly, ERP systems are being used in higher education as one way to teach business processes, essential knowledge for students competing in today's business environment. Past research attempting to measure…
Descriptors: Management Systems, Information Systems, Strategic Planning, Computer Software
MacMullin, Jennifer A.; Lunsky, Yona; Weiss, Jonathan A. – Autism: The International Journal of Research and Practice, 2016
Although electronic technology currently plays an integral role for most youth, there are growing concerns of its excessive and compulsive use. This study documents patterns and impact of electronics use in individuals with autism spectrum disorder compared to typically developing peers. Participants included 172 parents of typically developing…
Descriptors: Foreign Countries, Pervasive Developmental Disorders, Autism, Parents
O'Leary, Nick – European Physical Education Review, 2016
This paper examines an experienced teacher's employment of the teaching games for understanding (TGfU) model in a UK secondary school. The study sought to investigate how the teacher delivered TGfU and those factors that influenced his informal learning of this instructional model. Occupational socialisation was utilised to determine the factors…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Physical Education
Miller, Andrew; Christensen, Erin; Eather, Narelle; Gray, Shirley; Sproule, John; Keay, Jeanne; Lubans, David – European Physical Education Review, 2016
The primary objective of this study was to evaluate the efficacy of a pilot intervention using a game-centered approach for improvement of physical activity (PA) and physical education (PE) outcomes simultaneously, and if this had an impact on enjoyment of PE. A group-randomized controlled trial with a 7-week wait-list control group was conducted…
Descriptors: Foreign Countries, Physical Education, Physical Activities, Educational Games
Ghali, Ramla; Ouellet, Sébastien; Frasson, Claude – Journal of Education and Training Studies, 2016
The use of educational games as a tool for providing learners with a playful and educational aspect is widespread. In this paper, we present an educational game that we developed to teach a chemistry lesson, namely drawing a Lewis diagram. Our game is a 3D environment known as LewiSpace and aims at balancing between playful and educational…
Descriptors: Foreign Countries, College Students, Educational Games, Chemistry
Kyriakides, Andreas O.; Meletiou-Mavrotheris, Maria; Prodromou, Theodosia – Mathematics Education Research Journal, 2016
This article reports on the main experiences gained from a 2-year study which incorporated A.L.E.X., an educational puzzle game available on iPad or Android tablet devices, within the primary school mathematics curriculum. The study took place in a public primary school, located in a rural area of Cyprus. The majority of its students come from low…
Descriptors: Foreign Countries, Mathematics, Mathematics Instruction, Mathematics Education
Alyaz, Yunus; Genc, Zubeyde Sinem – Turkish Online Journal of Distance Education, 2016
New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of…
Descriptors: Second Language Instruction, Educational Games, Technology Uses in Education, Educational Technology
Goehle, Geoff; Wagaman, John – PRIMUS, 2016
This paper concerns the impact and reception of gamification elements that were added to the online homework system "WeBWorK." After performing two studies, we found that the students felt that the gamification system rewarded them for their effort. However, we did not find any indication that gamification elements improved student…
Descriptors: College Mathematics, Mathematics Instruction, Homework, Web Based Instruction
Annansingh, Fenio; Veli, Thomas – Interactive Technology and Smart Education, 2016
Purpose: This paper aims to investigate children interaction in cyberspace and their use of Web 2.0 technologies. It sought their perception of internet risks as well as their knowledge and experience with electronic safety (e-safety) measures. It also considered parents', teachers' and other stakeholders' perception of internet risks, e-safety…
Descriptors: Internet, Child Safety, Web 2.0 Technologies, Attitude Measures
Bramesfeld, Kosha D.; Good, Arla – Teaching of Psychology, 2016
In this article, we present the results of two studies that evaluated an experiential intersectionality awareness activity, "C'est La Vie: The Game of Social Life." For Study 1 (N = 55), we content analyzed students' short answer responses about inequality written before and after playing "C'est La Vie." Study 2 compared a…
Descriptors: Games, Simulation, Control Groups, Pretests Posttests
Lambie, John A.; Lindberg, Anja – Merrill-Palmer Quarterly: Journal of Developmental Psychology, 2016
Emotional awareness--that is, accurate emotional self-report--has been linked to positive well-being and mental health. However, it is still unclear how emotional awareness is socialized in young children. This observational study examined how a particular parenting communicative style--emotional validation versus emotional invalidation--was…
Descriptors: Role, Mothers, Parent Child Relationship, Affective Behavior
Kwah, Helen; Milne, Catherine; Tsai, Tzuchi; Goldman, Ricki; Plass, Jan L. – Cultural Studies of Science Education, 2016
This formative design study examines how a program curriculum and implementation was emergently (re)designed in dynamic relation to the expressed emotions of teachers and students. The context was a yearlong afterschool game design program for STEM learning at an urban and public all-girls middle school. Using Randall Collins' (Interaction ritual…
Descriptors: After School Programs, Program Implementation, Teacher Attitudes, Student Attitudes
Franco-Mariscal, Antonio Joaquín; Oliva-Martínez, José María; Blanco-López, Ángel; España-Ramos, Enrique – Journal of Chemical Education, 2016
In this paper, the characteristics and results of a teaching unit based on the use of educational games to learn the idea of chemical elements and their periodic classification in secondary education are analyzed. The method is aimed at Spanish students aged 15-16 and consists of 24 1-h sessions. The results obtained on implementing the teaching…
Descriptors: Classification, Educational Games, Secondary School Curriculum, Chemistry
Jerrim, John; Macmillan, Lindsey; Micklewright, John; Sawtell, Mary; Wiggins, Meg – Education Endowment Foundation, 2016
Chess in Primary Schools is a whole-school approach to teaching primary school children how to play chess. Children take 30 hours of chess lessons delivered by a tutor who is an experienced chess player, and the school is given the option to set up a chess club as a lunchtime or after-school activity. Chess classes are delivered during the school…
Descriptors: Elementary Schools, Elementary School Students, Games, Competition

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