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O'Leary, Nick; Longmore, Carl; Medcalf, Richard – Support for Learning, 2014
This study examined how one physical education (PE) teacher in a specialist school for pupils with social and emotional behavioural difficulties (SEBD) taught Year 9 pupils utilising the Teaching Games for Understanding (TGfU) model. The research identified factors that led to such instruction, and considered the influence of occupational…
Descriptors: Physical Education Teachers, Socialization, Games, Teaching Methods
Perry, Judy; Klopfer, Eric – Computers in the Schools, 2014
The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling teachers to facilitate deeper reflection on game-related curricula during class. During a two-year…
Descriptors: Educational Games, Handheld Devices, Electronic Learning, Biology
Lastrapes, Renée E. – Intervention in School and Clinic, 2014
Students with emotional or behavioral disorders (EBD) are being included to a greater degree in the general education classroom. Due to the least restrictive environment mandate in the Individuals With Disabilities Education Improvement Act of 2004, more students with EBD are being taught in inclusive settings. As a result, general education…
Descriptors: Emotional Disturbances, Behavior Disorders, Inclusion, Behavior Modification
Bielaczyc, Katerine; Ow, John – International Journal of Computer-Supported Collaborative Learning, 2014
Teachers and students face many challenges in shifting from traditional classroom cultures to enacting the "Knowledge-Building Communities" model (KBC model) supported by the CSCL environment, "Knowledge Forum" (Bereiter, 2002; Bereiter & Scardamalia, 1993; Scardamalia, 2002; Scardamalia & Bereiter, 2006). Enacting the…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Educational Games, Epistemology
Hodges, Charles B.; Prater, Alyssa H. – TechTrends: Linking Research and Practice to Improve Learning, 2014
The purpose of this study was to investigate teachers' beliefs regarding the integration of technologies from the 2011 K-12 edition of the "Horizon Report" into their local, public school contexts. Teachers read the "Horizon Report" and then participated in an asynchronous, threaded discussion focusing on technologies they…
Descriptors: Beliefs, Teacher Attitudes, Technology Integration, Educational Technology
Akcaoglu, Mete – Educational Technology Research and Development, 2014
Today's complex and fast-evolving world necessitates young students to possess design and problem-solving skills more than ever. One alternative method of teaching children problem-solving or thinking skills has been using computer programming, and more recently, game-design tasks. In this pre-experimental study, a group of middle school…
Descriptors: Problem Solving, Thinking Skills, Computer Uses in Education, Games
Chow, Jia Yi; Tan, Clara Wee Keat; Lee, Miriam Chang Yi; Button, Chris – European Physical Education Review, 2014
Advances in technology have created new opportunities for enhanced delivery of teaching to improve the acquisition of game skills in physical education (PE). The availability of a motion-tracking system (i.e. the A-Eye), which determines positional information of students in a practice context, might offer a suitable technology to support…
Descriptors: Foreign Countries, Physical Education, Motion, Measurement Equipment
Schweizer, Heidi; Hayslett, Carrianne; Bansal, Naveen; Ronco, Sharron; Schafer, Richard – International Journal on E-Learning, 2014
Background: The host of costly individual and societal consequences of alcohol, tobacco, and other drugs (ATOD) use underscores the importance of ATOD prevention education. "It's Up 2U" is an evidence-informed, game-based, e-learning ATOD prevention program developed by Children's Health Education Center (CHEC) targeting middle school…
Descriptors: Prevention, Health Education, Electronic Learning, Pretests Posttests
Naresh, Nirmala; Harper, Suzanne R.; Keiser, Jane M.; Krumpe, Norm – Mathematics Teacher, 2014
Mathematical ideas exist and develop in many different cultures. From this multicultural perspective, teachers can use a variety of approaches to acknowledge the role of culture in the teaching and learning of mathematics. Curricular materials that "emphasize both the mathematical and sociocultural aspects" not only help teachers achieve…
Descriptors: Mathematics Instruction, Cultural Differences, Cultural Influences, Social Influences
Godwin-Jones, Robert – Language Learning & Technology, 2014
There has been a substantial increase in recent years in the interest in using digital games for language learning. This coincides with the explosive growth in multiplayer online gaming and with the proliferation of mobile games for smart phones. It also reflects the growing recognition among educators of the importance of extramural, informal…
Descriptors: Educational Games, Second Language Learning, Technology Uses in Education, Barriers
Struwig, Magdalena C.; Beylefeld, Adriana A.; Joubert, Georgina – Innovations in Education and Teaching International, 2014
Innovative teaching and learning is increasingly becoming part of medical education. We report the evaluation of a medical microbiology board game, Med Micro Fun With Facts (MMFWF), based on Trivial Pursuit™ principles. The game was developed to stimulate medical students' interest in microbiology and expose students to the subject content of an…
Descriptors: Microbiology, Medicine, Communicable Diseases, Medical Students
Joseph, Michael; Ramani, Esther; Tlowane, Mapelo; Mashatole, Abram – South African Journal of Childhood Education, 2014
The extensive empirical research inspired by Piaget and Vygotsky's theories of make-believe play has been criticised for restricting data to Western, urban, middle-class children. We seek to redress this bias by researching the traditional black South African Pedi children's game Masekitlana. Our data relies on embodied memories enacted by Mapelo…
Descriptors: Play, Criticism, Ethnography, Blacks
Petersen, Nadine F. – South African Journal of Childhood Education, 2014
This paper provides an account of student teachers' responses to a simulation game about food scarcity and how the game served as a conversation starter regarding the influence of food scarcity on educational provisioning. The simulation game was utilised as part of a suite of activities during an educational excursion for first years in primary…
Descriptors: Foreign Countries, Preservice Teachers, Elementary School Teachers, Educational Games
Xhembulla, Jetmir; Rubino, Irene; Barberis, Claudia; Malnati, Giovanni – International Association for Development of the Information Society, 2014
The use of portable devices to explore informal learning environments has recently exposed museums to a mobile learning (m-learning) scenario. In particular, location-based mobile applications that take into account not only a specific physical venue, but also the personal and social context can be valuable resources to enhance the visitor…
Descriptors: Telecommunications, Handheld Devices, Educational Games, Museums
Ferguson, Terri Lynn Kurley – ProQuest LLC, 2014
This study examined the impact of digital game-based learning (DGBL) on mathematics achievement in a rural high school setting in North Carolina. A causal comparative research design was used in this study to collect data to determine the effectiveness of DGBL in high school Algebra 1 classes. Data were collected from the North Carolina…
Descriptors: Mathematics Achievement, Rural Schools, High School Students, Technology Uses in Education

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