Publication Date
| In 2026 | 4 |
| Since 2025 | 620 |
| Since 2022 (last 5 years) | 3094 |
| Since 2017 (last 10 years) | 6993 |
| Since 2007 (last 20 years) | 11811 |
Descriptor
| Educational Games | 9527 |
| Teaching Methods | 5521 |
| Games | 5084 |
| Foreign Countries | 4931 |
| Video Games | 2755 |
| Computer Games | 2604 |
| Game Based Learning | 2572 |
| Educational Technology | 2424 |
| Learning Activities | 2186 |
| Student Attitudes | 2064 |
| Simulation | 2014 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 2430 |
| Teachers | 1548 |
| Students | 184 |
| Researchers | 175 |
| Parents | 157 |
| Media Staff | 61 |
| Administrators | 55 |
| Policymakers | 40 |
| Counselors | 17 |
| Community | 14 |
| Support Staff | 7 |
| More ▼ | |
Location
| Turkey | 482 |
| Australia | 362 |
| Taiwan | 299 |
| Canada | 272 |
| United Kingdom | 237 |
| Spain | 234 |
| China | 210 |
| Indonesia | 198 |
| United States | 174 |
| California | 162 |
| Germany | 145 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 20 |
| Meets WWC Standards with or without Reservations | 31 |
| Does not meet standards | 17 |
Fogarty, L.; Rendell, L.; Laland, K. N. – Learning and Motivation, 2012
The social learning strategies tournament was an open computer-based tournament investigating the best way to learn in a changing environment. Here we present an analysis of the impact of memory on the ability of strategies entered into the social learning strategies tournament (Rendell, Boyd, et al., 2010) to modify their own behavior to suit a…
Descriptors: Memory, Time Perspective, Futures (of Society), Socialization
Osterer, Irv – Arts & Activities, 2012
High-school students are a dominant force in the gaming industry, accounting for annual sales in the millions. Retailers devote large areas of commercial space to keep pace with this lucrative part of the entertainment business. Recognizing the popularity of this phenomenon with the younger generation, it proved an ideal vehicle to explore…
Descriptors: Studio Art, Art Activities, Video Games, High School Students
Sim, Timothy; Gentile, Douglas A.; Bricolo, Francesco; Serpelloni, Giovanni; Gulamoydeen, Farah – International Journal of Mental Health and Addiction, 2012
Preliminary research studies suggest that some people who use computer, video games, and the Internet heavily develop dysfunctional symptoms, often referred to in the popular press as an "addiction." Although several studies have measured various facets of this issue, there has been no common framework within which to view these studies. This…
Descriptors: Addictive Behavior, Self Control, Internet, Video Games
Dillon, Sukhjit; Ollerton, Mike; Plant, Sarah Jayne – Mathematics Teaching, 2012
Playing games in the mathematics classroom has seemingly become unfashionable. Is it that games suddenly are regarded as "lacking in purpose"? Maybe games are seen as incompatible with the "lesson plan and objectives"? Or is it that games and learning are not two words that are expected to appear in the same sentence? Prepare for the mythology…
Descriptors: Learning Strategies, Games, Mathematics Instruction, Teaching Methods
Mosher, Michael D.; Mosher, Melvyn W.; Garoutte, Michael P. – Journal of Chemical Education, 2012
A group activity for use in the classroom or recitation section of an organic chemistry course is described. This activity, a board game using trivia and concepts from the course material, can be used periodically throughout the semester to introduce or reinforce content knowledge. Alternate versions can be easily constructed for other courses.…
Descriptors: Organic Chemistry, Science Activities, College Science, Science Instruction
Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Woods, Will – Learning, Media and Technology, 2012
In the last few years, digital games have become increasingly popular with both "hardcore" and "casual" audiences. At the same time, it has been argued that games can be powerful learning environments, since they are seen to encourage active and critical learning through participation in affinity groups and semiotic domains but…
Descriptors: Foreign Countries, Computer Games, Questionnaires, Informal Education
Poli, DorothyBelle; Berenotto, Christopher; Blankenship, Sara; Piatkowski, Bryan; Bader, Geoffrey A.; Poore, Mark – American Biology Teacher, 2012
The video game SPORE was found to hold characteristics that stimulate higher-order thinking even though it rated poorly for accurate science. Interested in evaluating whether a scientifically inaccurate video game could be used effectively, we exposed students to SPORE during an evolution course. Students that played the game reported that they…
Descriptors: Thinking Skills, Video Games, Science Instruction, Biology
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
Zou, Bin, Ed.; Thomas, Michael, Ed. – IGI Global, 2018
Technology has become an integral part of our everyday lives. As today's teachers prepare to instruct a new generation of students, the question is no longer whether technology should be integrated into the classroom, but "how?" "The Handbook of Research on Integrating Technology Into Contemporary Language Learning and…
Descriptors: Technology Integration, Computer Assisted Instruction, Second Language Instruction, Second Language Learning
Baker, Doris Luft; Basaraba, Deni Lee; Smolkowski, Keith; Conry, Jillian; Hautala, Jarkko; Richardson, Ulla; English, Sherril; Cole, Ron – Bilingual Research Journal, 2017
We explore the potential of a computer-adaptive decoding game in Spanish to increase the decoding skills and oral reading fluency in Spanish and English of bilingual students. Participants were 78 first-grade Spanish-speaking students attending bilingual programs in five classrooms in Texas. Classrooms were randomly assigned to the treatment…
Descriptors: Transfer of Training, Pretests Posttests, Spanish, Oral Reading
Gentile, Douglas A.; Berch, Olivia N.; Choo, Hyekyung; Khoo, Angeline; Walsh, David A. – Developmental Psychology, 2017
Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the…
Descriptors: Mass Media Effects, Family Environment, Hypothesis Testing, Age Differences
Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
Baker, Doris Luft; Basaraba, Deni Lee; Smolkowski, Keith; Conry, Jillian; Hautala, Jarkko; Richardson, Ulla; English, Sherryl; Cole, Ron – Grantee Submission, 2017
We explore the potential of a computer-adaptive decoding game in Spanish to increase the decoding skills and oral reading fluency in Spanish and English of bilingual students. Participants were 78 first-grade Spanish-speaking students attending bilingual programs in five classrooms in Texas. Classrooms were randomly assigned to the treatment…
Descriptors: Bilingualism, Computer Assisted Instruction, Computer Games, Decoding (Reading)
Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Sutherland, Ainsley – American Journal of Sexuality Education, 2014
Games may be useful tools for learning and communicating about sexual and reproductive health. This article discusses the collaborative design and subsequent evaluation of a narrative-based card game. This game was created in a workshop based on positive youth development, which allowed youth to be involved as game designers and game players.…
Descriptors: Sexuality, Sex Education, Health Education, Educational Games
Cela-Ranilla, Jose M.; Esteve-Mon, Francesc M.; Esteve-González, Vanessa; Gisbert-Cervera, Merce – Australasian Journal of Educational Technology, 2014
Emerging technologies are providing opportunities for designing new learning environments, especially environments in which students can learn by putting their skills into practice. Knowledge about the development of these experiences needs to be accumulated and processed so that they can be integrated effectively into training programmes. In this…
Descriptors: Educational Environment, Self Management, Teamwork, Marketing

Peer reviewed
Direct link
