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Fulgham, Susan M.; Shaughnessy, Michael F. – Educational Technology, 2015
Punya Mishra is Professor of Educational Psychology and Educational Technology at Michigan State University, where he directs the Master of Arts in Educational Technology program. He currently chairs the Creativity Special Interest Group at the Society for Information Technology in Teacher Education. He is nationally and internationally recognized…
Descriptors: Educational Technology, Creativity, Technological Literacy, Pedagogical Content Knowledge
Harvey, Stephen; Cushion, Christopher; Sammon, Paul – European Physical Education Review, 2015
Game-centred approaches (GCAs) were designed for the effective integration of skills into contextualized situations. Despite a plethora of research, few studies explore the articulations between pre-service teachers' experiences, conceptual understanding, pedagogical practices, the wider cultural and political realities of teaching and their…
Descriptors: Foreign Countries, Preservice Teachers, Games, Physical Education
Tallvid, Martin; Lundin, Johan; Svensson, Lars; Lindström, Berner – Educational Technology & Society, 2015
The research reported in this article explores and discusses students' use of laptops in a 1:1 setting. A problem experienced by teachers is that the laptops are possible distractors and tempt students to engage in use that is not in line with the teacher's idea of what would be suitable in relation to the current assignment. Three annual surveys…
Descriptors: Foreign Countries, Laptop Computers, Program Implementation, Observation
Zorin, Barbara; Carver, David, Jr. – Mathematics Teaching in the Middle School, 2015
In grade 6, students should be able to "perform arithmetic operations, including those involving whole-number exponents, in the conventional order when there are no parentheses to specify a particular order" (p. 44). In grades 7 and 8, the rules of order of operations are used to simplify progressively complicated expressions and in…
Descriptors: Mathematics Instruction, Secondary School Mathematics, Middle School Students, Grade 6
Finke, Erinn H.; Hickerson, Benjamin; McLaughlin, Eileen – Language, Speech, and Hearing Services in Schools, 2015
Purpose: The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Method: Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12…
Descriptors: Parent Attitudes, Video Games, Children, Autism
Bofferding, Laura; Hoffman, Andrew; Suazo, Elizabeth; Lisy, Nicole – North American Chapter of the International Group for the Psychology of Mathematics Education, 2015
When to introduce negative integers to children is an important issue in school mathematics; delaying their introduction can lead to lasting misconceptions such as one cannot subtract a larger whole number from a smaller. Yet understanding negatives involves a complex extension of whole-number knowledge. It is not known whether this extension is…
Descriptors: Elementary School Students, Elementary School Mathematics, Number Concepts, Intervention
Am I Wrong or Am I Right? Gains in Monitoring Accuracy in an Intelligent Tutoring System for Writing
Allen, Laura K.; Crossley, Scott A.; Snow, Erica L.; Jacovina, Matthew E.; Perret, Cecile; McNamara, Danielle S. – Grantee Submission, 2015
We investigated whether students increased their self-assessment accuracy and essay scores over the course of an intervention with a writing strategy intelligent tutoring system, [Writing Pal] (W-Pal). Results indicate that students were able to learn from W-Pal, and that the combination of strategy instruction, game-based practice, and holistic…
Descriptors: Intelligent Tutoring Systems, Self Evaluation (Individuals), Accuracy, Essays
Snow, Erica L.; Likens, Aaron D.; Allen, Laura K.; McNamara, Danielle S. – Grantee Submission, 2015
Game-based environments frequently afford students the opportunity to exert agency over their learning paths by making various choices within the environment. The combination of log data from these systems and dynamic methodologies may serve as a stealth means to assess how students behave (i.e., deterministic or random) within these learning…
Descriptors: High School Students, Pretests Posttests, Teaching Methods, Technology Uses in Education
Gabr, Fatema Mohsen; Abdennadher, Slim – International Association for Development of the Information Society, 2015
Walk like An Egyptian is a location-based, mobile native game developed for tourists. The game provides information for tourists about the touristic places, motivates nationals to visit their historical sights and increase their cultural heritage awareness enabling them to explore the past and connect with it. At the same time, the game allows to…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Learning, Telecommunications
Celene E. Domitrovich; Elise T. Pas; Catherine P. Bradshaw; Kimberly D. Becker; Jennifer Keperling; Dennis Embry; Nicholas Ialongo – Grantee Submission, 2015
Evidence-based interventions are being disseminated broadly in schools across the U.S., but the implementation levels achieved in community settings vary considerably. The current study examined the extent to which teacher and school factors were associated with implementation dosage and quality of the PAX Good Behavior Game (PAX GBG), a universal…
Descriptors: Educational Games, Intervention, Program Implementation, Evidence Based Practice
Fu, Jianbin; Zapata, Diego; Mavronikolas, Elia – ETS Research Report Series, 2014
Simulation or game-based assessments produce outcome data and process data. In this article, some statistical models that can potentially be used to analyze data from simulation or game-based assessments are introduced. Specifically, cognitive diagnostic models that can be used to estimate latent skills from outcome data so as to scale these…
Descriptors: Simulation, Evaluation Methods, Games, Data Collection
Yu, Yue; Kushnir, Tamar – Developmental Psychology, 2014
This study asked whether children's tendency to imitate selectively (ignore causally unnecessary actions) versus faithfully ("overimitate" causally unnecessary actions) varies across ages and social contexts. In the first experiment, 2-year-olds and 4-year-olds were randomly assigned to play 1 of 3 prior games with a demonstrator: a…
Descriptors: Social Environment, Imitation, Puzzles, Toddlers
Rose, Mary Annette; Gosman, Derek; Shoemaker, Korbin – Technology and Engineering Teacher, 2014
The children of "Generation Z"--today's American teens--are digital natives (Prensky, 2001) who have come to expect high-speed Internet service, high-resolution multimedia, and instant communication using wireless mobile technology. Teen ownership of digital devices is at a new high according to national surveys. School…
Descriptors: Handheld Devices, Energy, Games, Navigation
Worth, Paula – Teaching History, 2014
Paula Worth presents in this article a means of challenging students' tendency to generalise even when they know that they should not. How can teachers encourage their students to say something meaningful about the past while avoiding making unwarranted generalisations? Worth takes teachers through the process of planning her own enquiry designed…
Descriptors: Generalization, History Instruction, Inquiry, Teaching Methods
Moreno, Luis F.; Hincapié, Gina; Alzate, María Victoria – Journal of Chemical Education, 2014
Cheminoes is a didactic game that enables the meaningful learning of some relations between concepts such as chemical element, valence, atomic number, and chemical symbol for the first 36 chemical elements of the periodic system. Among the students who have played the game, their opinions of the activity were positive, considering the game to be a…
Descriptors: Science Instruction, Chemistry, Educational Games, Scientific Concepts

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