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Guernsey, Lisa – School Library Journal, 2011
Until recently, ebooks for young children haven't been part of the hyped vernacular of "game-changing" technology. Instead, ebook conversations have focused on textbooks for older students or text-heavy, adult-oriented titles downloaded to ereaders like the Kindle, Nook, and Sony e-Reader. The arrival of portable, full-color, touchscreen devices…
Descriptors: Textbooks, Picture Books, Library Materials, Electronic Publishing
Biagi, Federico; Loi, Massimo – European Journal of Education, 2013
Based on PISA 2009 data, this article studies the relationship between students' computer use and their achievement in reading, mathematics and science in 23 countries. After having categorised computer use into a set of different activities according to the skills they involve, we correlate students' PISA test-scores with an index capturing the…
Descriptors: Science Achievement, Achievement Rating, Reading Achievement, Mathematics Achievement
Rachels, Jason R.; Rockinson-Szapkiw, Amanda J. – Computer Assisted Language Learning, 2018
A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of a mobile gamification application on third and fourth grade students' Spanish language achievement and student academic self-efficacy. In this study, the treatment group's Spanish language instruction was through the use of…
Descriptors: Second Language Learning, Second Language Instruction, Spanish, Telecommunications
Hopman, Juliette A. B.; van Lier, Pol A. C.; van der Ende, Jan; Struiksma, Chris; Wubbels, Theo; Verhulst, Frank C.; Maras, Athanasios; Breeman, Linda D.; Tick, Nouchka T. – Teachers and Teaching: Theory and Practice, 2018
This study tested effects of a program that offers teachers universal classroom management strategies, on teachers' burnout symptoms and self-efficacy, and their teaching behaviors. Data were collected from 147 teachers (mean age = 38.4 years, SD = 10.8) in 15 special secondary education schools for students with emotional and behavioral problems,…
Descriptors: Teacher Education, Educational Games, Classroom Techniques, Special Education Teachers
Herro, Danielle, Ed.; Arafeh, Sousan, Ed.; Ling, Richard, Ed.; Holden, Chris, Ed. – IAP - Information Age Publishing, Inc., 2018
There can be no doubt that mobile technologies are here to stay. Global mobile traffic grew 74 percent in 2015 alone, with 563 million devices and connections added -- most of them tablets and Smartphones. This growth has been 4000-fold in the past 10 years and 400 million-fold in the past 15 years (Cisco, 2016). Mobile technologies permeate the…
Descriptors: Electronic Learning, Educational Policy, Global Approach, Leadership
Patton, Ryan Matthew – ProQuest LLC, 2011
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Descriptors: Activity Units, Art History, Social Systems, Play
Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang – Computers & Education, 2012
In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…
Descriptors: Internet, Natural Sciences, Problem Solving, Science Curriculum
Yang, Qiaoyan; Dixon, Virginia L. – International Research and Review, 2015
Games are an activity with rules, goals, and create fun (Hadfield, 2007). Games can stimulate learning and motivation, and students get very absorbed in games, some of which are suitable for college students in studying English as their second language. Appropriate use of games in college English teaching could help students eliminate the…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
AlShaiji, Ohoud Abdullatif – Education, 2015
The objective of this study was to investigate the impact of Video Games and their role on promoting Saudi Kids' English vocabulary retention. The study attempted to answer whether there was a statistically significant difference (a = 0.05) between the Saudi children's subjects' mean score on the English vocabulary test due to using Video Games…
Descriptors: Foreign Countries, Video Games, English (Second Language), Vocabulary Development
Theorycrafting the Classroom: Constructing the Introductory Technical Communication Course as a Game
Finseth, Carly – Journal of Technical Writing and Communication, 2015
When games are approached as a pedagogical methodology, the homologies between games and technical communication are highlighted: pedagogy that teaches people to play and succeed within certain confines; classroom assessment that provides meaningful feedback to encourage self-improvement; instructional design that incorporates gaming theory and…
Descriptors: Technical Writing, Introductory Courses, Game Theory, Teaching Methods
Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K. – Educational Psychologist, 2015
In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…
Descriptors: Educational Games, Definitions, Play, Learning Theories
Kartal, Mine Sonmez; Ozkan, Serife Yucesoy – Education and Training in Autism and Developmental Disabilities, 2015
The effects of class-wide self-monitoring on the on-task behaviors of preschoolers with developmental disabilities were determined. Also examined were whether the on-task behaviors of preschoolers with developmental disabilities had approximated the level of typically developing peers at the end of intervention, and classroom teachers and…
Descriptors: Time on Task, Preschool Children, Developmental Disabilities, Intervention
King, Alessandra – Australian Mathematics Teacher, 2015
Spatial reasoning--the ability to visualise and play with shapes in one's mind--is essential in many fields, and crucial in any Science, Technology, Engineering, Mathematics [STEM] discipline. It is, for example, the ability that the engineer needs to build bridges; the chemist to see the three-dimensional structure of a molecule; the architect to…
Descriptors: Spatial Ability, Coding, STEM Education, Thinking Skills
Vandercruysse, Sylke; Vandewaetere, Mieke; Maertens, Marie; ter Vrugte, Judith; Wouters, Pieter; de Jong, Ton; van Oostendorp, Herre; Elen, Jan – Journal of Educational Multimedia and Hypermedia, 2015
Despite the pervasiveness of perception and considerable impact of perception on the use of ICT for educational purposes, there is a surprising paucity of perception assessment instruments. The present proposal expands on this through the development and initial validation of the Game Perception Scale (GPS). Based on perception literature,…
Descriptors: Educational Games, Rating Scales, Student Attitudes, Perception Tests
Alexander, Amanda; Ho, Tuan – Art Education, 2015
Since the summer of 2006, the University of Texas at Arlington (UTA), in the Dallas/Ft. Worth metroplex, has invited secondary students to participate in their summer SEED program on campus. The program was developed by the Dean of the School of Architecture and the Chair of the Art + Art History Department. SEED (Strategies, Events, Episodes +…
Descriptors: Secondary School Students, Video Games, Experiential Learning, Summer Programs

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