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Sedig, Kamran; Haworth, Robert – Bulletin of Science, Technology & Society, 2012
Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design…
Descriptors: Foreign Countries, Design, Toys, Methods
Curley, Martin; Formica, Piero – Industry and Higher Education, 2012
In this latest in a series of articles on the innovative use of experimental business laboratories for high-expectation entrepreneurs, the authors focus on the networking benefits of business lab experiments. Distinguishing between "Robinson Crusoe" types, whose tendency is to operate in isolation, and "Lemuel Gulliver" types, who rely on…
Descriptors: Entrepreneurship, Innovation, Experiential Learning, Social Networks
Westhoff, Wayne W.; Cohen, Cynthia F.; Cooper, Elizabeth Elliott; Corvin, Jaime; McDermott, Robert J. – American Journal of Health Education, 2012
In this paper, we use game theory to understand decisions to cooperate or to compete in the delivery of public health services. Health care is a quasi-public good that is often associated with altruistic behavior, yet it operates in an increasingly competitive environment. With mounting health care regulation and changes in privatization,…
Descriptors: Health Education, Game Theory, Decision Making, Behavior
O'Connor, Eimear; McCormack, Teresa; Feeney, Aidan – Journal of Experimental Child Psychology, 2012
In two experiments, 4- to 9-year-olds played a game in which they selected one of two boxes to win a prize. On "regret" trials the unchosen box contained a better prize than the prize children actually won, and on "baseline" trials the other box contained a prize of the same value. Children rated their feelings about their prize before and after…
Descriptors: Evidence, Children, Emotional Response, Experimental Psychology
Gerdin, Göran – Asia-Pacific Journal of Health, Sport and Physical Education, 2016
Gard [(2008). "When a Boy's Gotta Dance: New Masculinities, Old Pleasures." "Sport, Education and Society," 13(2), 181-193], Booth [(2009). "Politics and Pleasure: The Philosophy of Physical Education Revisited." "Quest," 61(2), 133-153] and Pringle [(2010). "Finding Pleasure in Physical Education: A…
Descriptors: Males, Games, Physical Education, Masculinity
Udvaros, József; Gubán, Miklós – Acta Didactica Napocensia, 2016
The world all around us is rapidly developing. We are witnessing the rapid evolution of technology and communication. This means new challenges and responsibilities to future strategies and attitudes. Today's operating systems and development environments apply the principle of OOP; therefore today's developments are inconceivable without the…
Descriptors: Programming, Computer Science Education, Programming Languages, Computer Software
Dalton, Gene; Devitt, Ann – Language Learning & Technology, 2016
While the majority of people in Ireland speak English as a first language, the minority Irish language is spoken daily by approximately 3% of the population even though is a compulsory subject in Irish schools. Recent research has shown the language to be in crisis, with consistently declining standards of attainment in schools. This paper…
Descriptors: Foreign Countries, Language Usage, Language Minorities, Action Research
Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate – Journal of Child & Adolescent Substance Abuse, 2016
Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called "Bacon Brains." However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how…
Descriptors: Video Games, Teaching Methods, Addictive Behavior, Educational Technology
Goh, Shu Li – JALT CALL Journal, 2016
The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…
Descriptors: Learning Strategies, Role Playing, Computer Games, Second Language Learning
Azkarai, Agurtzane; Imaz Agirre, Ainara – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2016
Research on child English as a second language (ESL) learners has shown the benefits of task-based interaction for the use of different negotiation of meaning (NoM) strategies, which have been claimed to lead to second language learning. However, research on child interaction in foreign language settings is scarce, specifically research on a new…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Age Differences
Argyropoulos, Vassilios; Nikolaraizi, Magda; Tsiakali, Thomai; Kountrias, Polychronis; Koutsogiorgou, Sofia-Marina; Martos, Aineias – Journal of International Special Needs Education, 2014
This paper highlights the framework and discusses the results of an action research project which aimed to facilitate the adoption of assistive technology devices and specialized software by teachers of students with visual impairment via a digital educational game, developed specifically for this project. The persons involved in this…
Descriptors: Action Research, Visual Impairments, Assistive Technology, Special Education Teachers
Savina, Elena – Early Child Development and Care, 2014
This theoretical paper discusses the role of pretend play and games with rules in fostering children's self-regulation. It proposes several pathways through which play facilitates self-regulation processes. First, in play, children learn to inhibit their impulsive behaviour and follow rules which transform their behaviour from impulsive and…
Descriptors: Play, Self Control, Child Development, Role
Orbey, Nese; Clay, Molly; Russell, T.W. Fraser – Chemical Engineering Education, 2014
An approach to explain chemical engineering through a Web-based interactive game design was developed and used with college freshman and junior/senior high school students. The goal of this approach was to demonstrate how to model a lab-scale experiment, and use the results to design and operate a chemical reactor. The game incorporates both…
Descriptors: Chemical Engineering, Engineering Education, Science Education, Web Based Instruction
Benton, Laura; Johnson, Hilary – Instructional Science: An International Journal of the Learning Sciences, 2014
In the past technology products created to overcome accessibility and usability issues experienced by individuals with special needs have also resulted in greater usability for the wider population. Technology is increasingly being seen as a key component within the education of children with special needs and recently researchers have developed…
Descriptors: Autism, Pervasive Developmental Disorders, Children, Childhood Needs
Walker, A. Adrienne; Engelhard, George, Jr. – Measurement: Interdisciplinary Research and Perspectives, 2014
"Game-Based Assessments: A Promising Way to Create Idiographic Perspectives" (Adrienne Walker and George Englehard) comments on: "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" by Russell G. Almond, Yoon Jeon Kim, Gertrudes Velasquez, and Valerie J. Shute. Here, Walker and Englehard write…
Descriptors: Educational Games, Task Analysis, Models, Educational Assessment

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