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Binde, Per – International Journal of Mental Health and Addiction, 2012
Mutual support societies for problem gamblers have existed in Sweden for 20 years. They have helped more people with gambling problems than any other institution inside or outside the Swedish health care system. This paper outlines the background of these societies and describes the meetings of one of them. Data come from interviews with members…
Descriptors: Foreign Countries, Personal Narratives, Games, Probability
Coyne, Sarah M.; Busby, Dean; Bushman, Brad J.; Gentile, Douglas A.; Ridge, Robert; Stockdale, Laura – Family Relations, 2012
The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results showed that for men (but not women), time spent…
Descriptors: Video Games, Conflict, Aggression, Interpersonal Relationship
Worth, Paula – Teaching History, 2012
Paula Worth was searching not only for a rigorous question, capable of engendering genuine debate, but also for an engaging and enjoyable activity that would secure GCSE students' substantive knowledge. The answer--or rather the question--lay in counterfactual thinking: a carefully crafted game that she devised, based on the structure of a game by…
Descriptors: Foreign Countries, History Instruction, Educational Games, Competition
Nikirk, Martin – Tech Directions, 2012
Many studies have shown that students lose some of what they learn during the school year over the summer months. Because the author strongly feels that his students need to keep working at their technical skills year-round, he encourages them to keep active with school-related activities until they return in the fall. In this article, the author…
Descriptors: Learning Activities, Summer Programs, Vocational Education, Computer Games
Littleton, Karen, Ed.; Scanlon, Eileen, Ed.; Sharples, Mike, Ed. – Routledge, Taylor & Francis Group, 2011
There is currently a rapidly growing interest in inquiry learning and an emerging consensus among researchers that, particularly when supported by technology, it can be a significant vehicle for developing higher order thinking skills. Inquiry learning methods also offer learners meaningful and productive approaches to the development of their…
Descriptors: Inquiry, Active Learning, Technology Uses in Education, Cooperative Learning
Siyahhan, Sinem – ProQuest LLC, 2011
The limited number of studies on intergenerational play suggests that not many parents play video games with their children (Lenhart, Jones, & Macgill, 2008). However, when intentionally designed to support intergenerational play, video game could provide an opportunity for parents and children to connect in new and powerful ways, especially…
Descriptors: Educational Games, Video Games, Parent Child Relationship, Design
O'Hanlon, Charlene – T.H.E. Journal, 2011
Using games as a learning tool is not new--research abounds to demonstrate the use of video games enhancing problem-solving skills and creativity. Pioneer educational games, like Carmen Sandiego and Oregon Trail, have given birth to online, multiuser, digital simulations that would make their forebears blush. Now, in what seems to be a natural…
Descriptors: Video Games, Educational Games, Teaching Methods, Computer Uses in Education
Neef, Nancy A.; Perrin, Christopher J.; Haberlin, Alayna T.; Rodrigues, Lilian C. – Journal of Applied Behavior Analysis, 2011
We examined college students' participation in a game activity for studying course material on their subsequent quiz performance. Game conditions were alternated with another activity counterbalanced across two groups of students in a multielement design. Overall, the mean percentage correct on quizzes was higher during the game condition than…
Descriptors: College Students, Simulation, Tests, Instructional Effectiveness
Hynes, Sinead M.; Fish, Jessica; Evans, Jonathan J.; Manly, Tom – International Journal of Developmental Science, 2015
Executive function is best measured in loosely structured, multi-component tasks that reflect real-life demands. These tasks require participants to develop a strategy, keep a plan in mind and monitor time. Errors include ignoring stated goals ("goal neglect"), over-allocation of time to one task and violating rules. Teasing apart such…
Descriptors: Executive Function, Computer Assisted Testing, Older Adults, Correlation
Foster, Aroutis; Shah, Mamta – Journal of Research on Technology in Education, 2015
This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…
Descriptors: Web 2.0 Technologies, Educational Games, Educational Technology, Computer Assisted Instruction
Kooiman, Brian J.; Sheehan, Dwayne P. – Cogent Education, 2015
Online physical education (OLPE) has been viewed as an oxymoron. Physical education curriculum at all levels seeks to help learners grow socially in the way they interact and deal with diverse and challenging fellow students and settings. Students who have no contact with other students while they are at home for various reasons may not be able to…
Descriptors: Physical Education, Online Courses, Student Participation, Preadolescents
Correa, Vivian I.; Lo, Ya-Yu; Godfrey-Hurrell, Kristi; Swart, Katie; Baker, Doris Luft – Multiple Voices for Ethnically Diverse Exceptional Learners, 2015
In this single-case design study, we examined the effects of an adapted dialogic reading intervention on the oral language and vocabulary skills of four Latino preschool children who were at risk for English language delays. We used adapted dialogic reading strategies in English and two literacy games that included a rapid naming activity and…
Descriptors: Hispanic American Students, Preschool Children, Oral Language, Vocabulary
Kallioniemi, Pekka; Posti, Laura-Pihkala; Hakulinen, Jaakko; Turunen, Markku; Keskinen, Tuuli; Raisamo, Roope – Journal of Educational Technology Systems, 2015
This article presents an innovative, gameful, multimodal, and authentic learning environment for training of oral communication in a foreign language--a virtual adventure called Berlin Kompass. After a brief presentation of the pedagogical and technological backgrounds, the system is described. Central results of a series of pilots in autumn 2013…
Descriptors: Second Language Learning, Questionnaires, Secondary School Students, Cooperative Learning
Skewes, Joshua C; Jegindø, Else-Marie; Gebauer, Line – Autism: The International Journal of Research and Practice, 2015
Autistic people are better at perceiving details. Major theories explain this in terms of bottom-up sensory mechanisms or in terms of top-down cognitive biases. Recently, it has become possible to link these theories within a common framework. This framework assumes that perception is implicit neural inference, combining sensory evidence with…
Descriptors: Autism, Neurological Impairments, Neurology, Perception
Aydin, Mensure – Educational Research and Reviews, 2015
The purpose of the study is to explore the impact of chess instruction for visually impaired children on math achievement. The study group consists of a total of 26 visually impaired students from inclusion classes in inclusive secondary schools of MoNE (Ministry of National Education), 9 male and 5 female students in the experiment group and 8…
Descriptors: Foreign Countries, Inclusion, Visual Impairments, Secondary School Students

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