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Ploog, Bertram O.; Scharf, Alexa; Nelson, DeShawn; Brooks, Patricia J. – Journal of Autism and Developmental Disorders, 2013
Major advances in multimedia computer technology over the past decades have made sophisticated computer games readily available to the public. This, combined with the observation that most children, including those with autism spectrum disorders (ASD), show an affinity to computers, has led researchers to recognize the potential of computer…
Descriptors: Computers, Autism, Language Acquisition, Theory of Mind
Davis, Jason Stratton – American Journal of Business Education, 2011
To create professionals for the future, who will be innovative and internationally competitive, we need to change the learning environment. The current traditional delivery systems of education do not develop the necessary interpersonal, analytical and creative skills to deal with the new knowledge economy. Baer (2005), in calling for a new model…
Descriptors: Professional Development, Innovation, Educational Environment, Delivery Systems
Bittick, Sarah Joy; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
The use of a narrative in educational contexts has been found to increase learners' experience of flow or absorption in a task. This increased experience of flow can in turn result in increased retention and learning outcomes. However, narrative can also be polarizing particularly in the male-dominated realm of video game play due to gender…
Descriptors: Educational Games, Females, Student Experience, Gender Differences
Rowe, Jonathan P.; Shores, Lucy R.; Mott, Bradford W.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2011
A key promise of narrative-centered learning environments is the ability to make learning engaging. However, there is concern that learning and engagement may be at odds in these game-based learning environments. This view suggests that, on the one hand, students interacting with a game-based learning environment may be engaged but unlikely to…
Descriptors: Problem Solving, Educational Technology, Virtual Classrooms, Educational Environment
Gubacs-Collins, Klara; Olsen, Edward B. – Journal of Physical Education, Recreation & Dance (JOPERD), 2010
This article discusses the challenges encountered by a middle school practitioner over a five-year period when implementing the tactical games approach within the sport education model. Included are genuine quotes (extracted from video tapes and written records) from the students, the principal at the practitioner's school, a guidance counselor,…
Descriptors: Physical Education, Games, Game Theory, Teaching Models
Cherkasova, Evgenia V.; Raby, Nicholas R. – International Journal for Talent Development and Creativity, 2015
This paper presents a course design model created in response to the pedagogical challenges inherent in a 'Big Questions' course in the humanities. We conceptualize the model as an Open Dynamic Educational Project (ODEP), namely, a carefully designed learning environment--physical, intellectual, and digital--which comprises "both" a…
Descriptors: Instructional Innovation, Teaching Methods, Web Sites, Computer Games
Özen, Arzu – Educational Sciences: Theory and Practice, 2015
In this study, the effectiveness of a sibling training package offered for teaching social interaction skills that are used by typically developing children while playing iPad game activities with their siblings who have autism spectrum disorders (ASD) is investigated. Three children with ASD and their typically developing siblings participated in…
Descriptors: Siblings, Autism, Pervasive Developmental Disorders, Program Effectiveness
Bierman, Karen L.; Welsh, Janet A.; Heinrichs, Brenda S.; Nix, Robert L.; Mathis, Erin T. – Child Development, 2015
Head Start enhances school readiness during preschool, but effects diminish after children transition into kindergarten. Designed to promote sustained gains, the Research-based Developmentally Informed (REDI) Parent program (REDI-P) provided home visits before and after the kindergarten transition, giving parents evidence-based learning games,…
Descriptors: Early Intervention, Disadvantaged Youth, Kindergarten, At Risk Students
Laski, Elida V.; Dulaney, Alana – Journal of Educational Psychology, 2015
The present study tested the "interference hypothesis"-that learning and using more advanced representations and strategies requires the inhibition of prior, less advanced ones. Specifically, it examined the relation between inhibitory control and number line estimation performance. Experiment 1 compared the accuracy of adults' (N = 53)…
Descriptors: Prior Learning, Learning Processes, Inhibition, Interference (Learning)
Han, Hsiao-Cheng – Studies in Art Education: A Journal of Issues and Research in Art Education, 2015
This research is an empirical study using gamified pedagogy in a 3-D animation course in a Visual Communication Design Department. By conducting this research, I hope to increase student interest in learning 3-D animation and to decrease student fears of learning professional 3-D software. Through this research, I have developed a theory of…
Descriptors: Studio Art, Games, Teaching Methods, Animation
Huang, Yong-Ming; Huang, Yueh-Min – Educational Technology Research and Development, 2015
Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…
Descriptors: Scaffolding (Teaching Technique), Handheld Devices, Vocabulary Development, Vocabulary Skills
Bramesfeld, Kosha D.; Good, Arla – Teaching Sociology, 2015
This article presents the development of a new simulation activity, the Game of Social Life. The activity introduces students to concepts of social stratification based on multiple dimensions of poverty, including inequalities related to housing, education, occupational status, social power, and health outcomes. The game was administered to…
Descriptors: Educational Games, Simulated Environment, Qualitative Research, Social Stratification
Vangsnes, Vigdis; Økland, Nils Tore Gram – Technology, Pedagogy and Education, 2015
In computer gaming situations in kindergartens, the pre-school teacher's function can be viewed in a continuum. At one extreme is the teacher who takes an intervening role and at the other extreme is the teacher who chooses to restrict herself/himself to an organising or distal role. This study shows that both the intervening position and the…
Descriptors: Kindergarten, Computer Games, Educational Technology, Preschool Teachers
Miller, Andrew – Journal of Teaching in Physical Education, 2015
The purpose of this systematic review was to investigate the weight of scientific evidence regarding student outcomes (physical, cognitive and affective) of a Game Centered Approach (GCA) when the quality of a study was taken into account in the interpretation of collective findings. A systematic search of five electronic databases (Sports…
Descriptors: Teaching Methods, Literature Reviews, Educational Games, Children
Nguyen, Tung Nhu – Journal of Education and Training Studies, 2015
Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…
Descriptors: Educational Games, Student Motivation, Technology Uses in Education, Computer Simulation

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