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Weinstein, Margery – Training, 2011
A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…
Descriptors: Electronic Learning, Case Studies, Computer Interfaces, Computer Graphics
Adams, Caralee – Instructor, 2011
When kids play video games, they want to perfect their skills, advance to the next level, and become a master. It is the kind of focus that many teachers would love to see in their classrooms. From elementary through high school, computer games are being woven into the curriculum to engage students in new ways. However, many schools lack the…
Descriptors: Expertise, Play, Video Games, Web Sites
Okaz, Abeer Ali – Teaching English with Technology, 2014
This article describes how teachers can use online learning games to enhance young learners' language skill learning. Children love all sorts of games, therefore, implementing games (particularly online ones) are a useful aspect of lessons. Games are an indispensable tool while teaching, especially if employed effectively. The online activities…
Descriptors: Lesson Plans, Teaching Methods, Second Language Learning, Second Language Instruction
Cipollone, Maria; Schifter, Catherine C.; Moffat, Rick A. – International Journal of Game-Based Learning, 2014
Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game…
Descriptors: Video Games, Case Studies, High School Students, Literature
Theodoraki, Aristea; Xinogalos, Stelios – Informatics in Education, 2014
Games for learning are currently used in several disciplines for motivating students and enhancing their learning experience. This new approach of technology-enhanced learning has attracted researchers' and instructors' attention in the area of programming that is one of the most cognitively demanding fields in Computer Science. Several…
Descriptors: Computer Science Education, Programming, Student Attitudes, Educational Games
Kustusch, Mary Bridget; Roundy, David; Dray, Tevian; Manogue, Corinne A. – Physical Review Special Topics - Physics Education Research, 2014
Several studies in recent years have demonstrated that upper-division students struggle with the mathematics of thermodynamics. This paper presents a task analysis based on several expert attempts to solve a challenging mathematics problem in thermodynamics. The purpose of this paper is twofold. First, we highlight the importance of cognitive task…
Descriptors: Thermodynamics, Science Instruction, Mathematics, Task Analysis
Arena, Dylan A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2014
Well-designed digital games can deliver powerful experiences that are difficult to provide through traditional instruction, while traditional instruction can deliver formal explanations that are not a natural fit for gameplay. Combined, they can accomplish more than either can alone. An experiment tested this claim using the topic of statistics,…
Descriptors: Statistics, Video Games, Technology Uses in Education, Teaching Methods
Engelhardt, Christopher R.; Mazurek, Micah O. – Autism: The International Journal of Research and Practice, 2014
Environmental correlates of problem behavior among individuals with autism spectrum disorder remain relatively understudied. The current study examined the contribution of in-room (i.e. bedroom) access to a video game console as one potential correlate of problem behavior among a sample of 169 boys with autism spectrum disorder (ranging from 8 to…
Descriptors: Video Games, Males, Pervasive Developmental Disorders, Autism
Verran, J.; Crossley, M.; Carolan, K.; Jacobs, N.; Amos, M. – Journal of Biological Education, 2014
The aim of this learning exercise was to harness current interest in zombies in order to educate audiences about the epidemiology of infectious disease. Participants in the activity were provided with an outbreak scenario, which they then used as the basis of play-based activities. By considering the mode and speed of transmission, size of…
Descriptors: Epidemiology, Communicable Diseases, Computer Simulation, Microbiology
Koutromanos, George; Avraamidou, Lucy – Educational Media International, 2014
Our purpose in this paper is to review studies that explored the impact of the use of mobile games in both formal and informal learning environments. Through a review of studies on mobile learning that have been published between 2000 and 2013, we aim to identify the ways in which researchers used mobile games in a variety of learning…
Descriptors: Literature Reviews, Telecommunications, Educational Technology, Video Games
Yang, Hsing-Chen – Asia Pacific Journal of Education, 2014
Although most teachers realize the potential of using popular culture within the sexuality education classroom, incorporating it successfully is complex. Especially, how can teachers critically analyse the ideology contained in popular culture without lapsing into moralizing and design motivating activities? For teachers in Taiwan, whose training…
Descriptors: Foreign Countries, Controversial Issues (Course Content), Sexuality, Popular Culture
Gutierrez, Arnel F. – CBE - Life Sciences Education, 2014
The complex concepts and vocabulary of biology classes discourage many students. In this study, a pretest-posttest model was used to test the effectiveness of an educational card game in reinforcing biological concepts in comparison with traditional teaching methods. The subjects of this study were two biology classes at Bulacan State…
Descriptors: Foreign Countries, Educational Games, Biology, Science Instruction
O'Leary, Nick – European Physical Education Review, 2014
This article reports on a study of one recently qualified teacher's employment of the Teaching Games for Understanding (TGfU) model in a UK secondary school. The study sought to examine how the teacher, not formally educated in its use, delivered TGfU and to identify those factors that led to this interpretation of the model. Occupational…
Descriptors: Physical Education, Games, Beginning Teachers, Secondary School Teachers
Hagen, Åste M. – Scandinavian Journal of Educational Research, 2018
The aim of the current study is to determine what language activities Norwegian preschool children took part in, and to examine whether these language activities predict children's language comprehension. We tested children (n = 134) with language measures at age 4/5 and age 5/6 and interviewed their teachers (n = 71) about the kinds of language…
Descriptors: Preschool Children, Vocabulary Development, Language Processing, Learning Activities
Coelho, Daniela; Andrade, Ana Isabel; Portugal, Gabriela – Language Awareness, 2018
This article reports a study which examined the effects of an "Awakening to Languages" (AtL) programme on preschool children's language abilities. This programme aimed at exposing children to language and cultural diversity as well as promoting positive attitudes towards different languages and cultures amongst children. However,…
Descriptors: Preschool Children, Metalinguistics, Communication Skills, Syntax

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