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Gabbiadini, Alessandro; Andrighetto, Luca; Volpato, Chiara – Journal of Adolescence, 2012
Several studies have repeatedly shown that violent/action video games increase aggressive tendencies. The present study provides preliminary evidence that exposure to these games also affects the process of moral disengagement. High school students (N = 385) were recruited, and the impact of both recency and frequency of their exposure to the…
Descriptors: Evidence, Video Games, Violence, Moral Values
Puri, Kunal; Pugliese, Rudy – Bulletin of Science, Technology & Society, 2012
This study examined video game-playing aggression among graduate and undergraduate students at Rochester Institute of Technology in upstate New York. The following three research questions were posed: In the context of video game playing, what differences are there in levels of aggression in relation to sex? What differences are there in levels of…
Descriptors: Empathy, Undergraduate Students, Graduate Students, Aggression
Witt, Jessica K.; Sugovic, Mila – Journal of Experimental Psychology: Human Perception and Performance, 2012
According to an action-specific account of perception, the perceived speed of a ball can be a function of the ease to block the ball. Balls that are easier to stop look like they are moving slower than balls that are more difficult to stop. This was recently demonstrated with a modified version of the classic computer game Pong (Witt & Sugovic,…
Descriptors: Problem Solving, Computer Games, Motion, Perceptual Motor Coordination
Phillips, James G.; Ogeil, Rowan P.; Blaszczynski, Alex – International Journal of Mental Health and Addiction, 2012
Multiple computing devices continue to develop capabilities that support online gambling, resulting in the need to evaluate the extent that this trend will contribute to gambling problems. A sample of 1,141 participants completed an online survey assessing interest in and difficulties limiting use of digital services. Questionnaire items measured…
Descriptors: Internet, Games, Probability, Debt (Financial)
Gower, Lily; McDowall, Janet – British Journal of Music Education, 2012
Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…
Descriptors: Music Education, Video Games, Interactive Video, Children
Karreman, Annemiek; Bekker, Marrie H. J. – Journal of Adolescence, 2012
This study examined effects of the autonomy-connectedness components sensitivity to others, self-awareness and capacity for managing new situations on anger experience versus anger expression in adolescent boys and girls. One hundred thirty-one high school students were randomly assigned to an anger-inducing or neutral condition using the Dictator…
Descriptors: Females, Gender Differences, Psychological Patterns, Personal Autonomy
Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise – International Journal of Mental Health and Addiction, 2012
A nationally representative online survey (n = 3,380) was used to assess the contribution of patterns of video game play to problem video game play (PVGP) symptomatology. Game genre, enjoyment, consumer involvement, time spent gaming (gaming days in the past month and hours on days used), and demographic variables were all examined. The study…
Descriptors: Addictive Behavior, Video Games, Adults, Online Surveys
Kellinger, Janna Jackson – Educational Forum, 2012
This article explores some of the ways in which educators are using the tools of new literacies without the mind-set. The author poses the possibility that this might be a result of increased pressure on teachers to differentiate for standardization. The author then presents ways in which new literacies, particularly those grounded in technology,…
Descriptors: Technology Uses in Education, Teachers, Educational Technology, Information Technology
Conrad, Shawn; Clarke-Midura, Jody; Klopfer, Eric – International Journal of Game-Based Learning, 2014
Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge…
Descriptors: Educational Games, Computer Uses in Education, Science Interests, STEM Education
Levitt, Roberta; Piro, Joseph – International Journal of Web-Based Learning and Teaching Technologies, 2014
Technology integration and Information and Communication Technology (ICT)-based education have enhanced the teaching and learning process by introducing a range of web-based instructional resources for classroom practitioners to deepen and extend instruction. One of the most durable of these resources has been the WebQuest. Introduced around the…
Descriptors: Technology Uses in Education, Educational Technology, Technology Integration, Inquiry
Padula, Janice – Australian Mathematics Teacher, 2014
If educators want to interest students in mathematics (and science), they must engage them in the lower forms of high school or even earlier (Fisher, 2012). So, teachers should always consider a topic's ability to interest students in the early years of instruction in high school and its topicality. Networks have come into prominence recently with…
Descriptors: Graphs, Networks, Mathematics Instruction, Algebra
Derby, John – Art Education, 2014
This article adds to the small collection of art education studies on video games (Parks, 2008; Patton, 2013; Sweeny, 2010) by critically examining the association between violent video games, the U.S. military, and mental disability--from a critical disability studies perspective. Derby overviews the controversies surrounding violent video games…
Descriptors: Video Games, Violence, Art Education, Posttraumatic Stress Disorder
Johnson, Genevieve Marie; Oliver, Rhonda – Australian Journal of Indigenous Education, 2014
The uptake of small screen technology by adolescents is widespread, particularly in industrial nations. Whether the same is true for Australian Aboriginal youth is less clear as there is a dearth of research in this regard. Therefore, in this exploratory study the use of small screen technology by Indigenous students was examined. Twenty-four…
Descriptors: Foreign Countries, Technology Uses in Education, Adolescents, Indigenous Populations
Banfield, James; Wilkerson, Brad – Contemporary Issues in Education Research, 2014
The aim of this study was to assess gamification as a method of experiential learning theory (ELT) on student motivation and self-efficacy to perform System Engineering/Information Assurance (IA) tasks. The study was a basic qualitative method, whereby data was collected via semi-structured interview and then analyzed for recurring themes and…
Descriptors: Games, Experiential Learning, Learning Theories, Student Motivation
Yengin, Ilker; Lazarevic, Bojan – Research in Higher Education Journal, 2014
This paper proposes and explains the design of a prototype learning tool named the DiaCog. The DiaCog visualizes dialog interactions within an online dialog game by using dynamically created cognitive maps. As a purposefully designed tool for enhancing learning effectiveness the DiaCog might be applicable to dialogs at discussion boards within a…
Descriptors: Educational Games, Dialogs (Language), Interaction, Cognitive Mapping

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