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Mayer, Richard E.; Lieberman, Debra A. – Educational Technology, 2011
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Descriptors: Scientific Research, Video Games, Research Methodology, Health Behavior
Allen, Charlotte – Journal of Instructional Pedagogies, 2013
The goal of this paper is to highlight how instructors may integrate the different social media into various marketing classes. The paper will address the major social networks, and then follow with discussions of microblogging, media sites, and social gaming. Given that there is a great deal of research highlighting the effectiveness of utilizing…
Descriptors: Teaching Methods, Marketing, Social Media, Technology Uses in Education
Magnifico, Alecia Marie – International Journal of Educational Psychology, 2013
Hickey (2003), taking a "stridently sociocultural" position on motivation, notes that conceptualizations of motivation must shift to successfully study "motivation-in-context" (p. 401 ). This study represents an attempt to navigate such a shift. Rather than taking established understandings of achievement goals and motivation…
Descriptors: Motivation, Qualitative Research, Creative Writing, Interviews
Charnock, D.; Standen, P. J. – International Journal of Game-Based Learning, 2013
The development of a gendered identity is a process that both boys and girls navigate to construct ideas about the men and women they will become. There is little research on this process for men with intellectual disabilities (ID). This study aimed to explore the ideas that teenage boys with ID develop while thinking about the men they will…
Descriptors: Masculinity, Males, Intellectual Disability, Computer Games
Brown, Damian – International Journal of Game-Based Learning, 2013
Serious gaming for health benefits is moving out of the realm of being potentially interesting, and the authors are starting to see a growing maturity in the field. This study of six serious gaming projects based either wholly or partly in Denmark investigates the changes taking place in the healthcare area based on experiences with serious gaming…
Descriptors: Barriers, Foreign Countries, Health, Educational Games
Hamlen, Karla R. – Journal of Educational Computing Research, 2013
Prior research has found common trends among children's video game play as related to gender, age, interests, creativity, and other descriptors. This study re-examined the previously reported trends by utilizing principal components analysis with variables such as creativity, general characteristics, and problem-solving methods to determine…
Descriptors: Video Games, Creative Thinking, Children, Factor Analysis
Gee, James Paul – Educational Horizons, 2013
Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…
Descriptors: Video Games, Learning Experience, Language Acquisition, Problem Solving
Costello, Patrick J. M. – Early Child Development and Care, 2013
The central aim of this paper is to undertake a critical review of arguments which propose that chess should be taught in schools and other educational settings. In particular, I offer an answer to the question: "Should chess be taught in early childhood?" Many claims have been made about the educational benefits of chess instruction. In…
Descriptors: Foreign Countries, Games, Action Research, Intellectual Development
Sheehan, Brynn E.; Lau-Barraco, Cathy; Linden, Ashley N. – Journal of American College Health, 2013
Objective: The current study examined (1) drinking motives as a mediator of risky drinking behaviors (ie, pregaming and drinking games) and alcohol-related problems and (2) whether gender moderates the association between risky drinking behaviors and negative consequences. Participants: Participants ("N" = 368; 68% female) were drinkers…
Descriptors: Addictive Behavior, Drinking, Student Behavior, Risk
Miralles, Laura; Moran, Paloma; Dopico, Eduardo; Garcia-Vazquez, Eva – Biochemistry and Molecular Biology Education, 2013
Evolution is a main concept in biology, but not many students understand how it works. In this article we introduce the game "DNA Re-EvolutioN" as an active learning tool that uses genetic concepts (DNA structure, transcription and translation, mutations, natural selection, etc.) as playing rules. Students will learn about molecular…
Descriptors: Evolution, Molecular Biology, Science Instruction, Educational Games
Buche, Mari W. – Journal of Information Systems Education, 2013
Collaboration is an important aspect of information systems (IS) education since work is typically performed in teams. However, IS students often do not fully appreciate the value of group work in their business courses. This teaching tip describes an activity that will objectively demonstrate the value of collaboration and diversity of…
Descriptors: Educational Games, Cooperative Learning, Teamwork, Undergraduate Students
Adachi, Paul J. C.; Willoughby, Teena – Journal of Adolescent Research, 2013
We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…
Descriptors: Video Games, Adolescents, Adolescent Development, Violence
Hall, Lynne; Jones, Susan Jane; Aylett, Ruth; Hall, Marc; Tazzyman, Sarah; Paiva, Ana; Humphries, Lynne – Interactive Technology and Smart Education, 2013
Purpose: This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach: In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the…
Descriptors: Young Adults, Computer Games, Computer Software, Evaluation Methods
Jackson, Steven F. – Journal of Political Science Education, 2013
Simulations have received considerable attention as a tool to promote problem-solving skills, intense involvement, and high-order thinking among students. Whether semester-long exercises or a single-class session, simulations are often used in areas of conflict studies, diplomatic studies, trade disputes, electoral processes, and policy and legal…
Descriptors: Simulation, Spreadsheets, Political Science, International Trade
Wouters, Pieter; van Nimwegen, Christof; van Oostendorp, Herre; van der Spek, Erik D. – Journal of Educational Psychology, 2013
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional…
Descriptors: Cognitive Processes, Student Motivation, Conventional Instruction, Training

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