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Han, Xue; Becker, Suzanna – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014
We investigated how humans encode large-scale spatial environments using a virtual taxi game. We hypothesized that if 2 connected neighborhoods are explored jointly, people will form a single integrated spatial representation of the town. However, if the neighborhoods are first learned separately and later observed to be connected, people will…
Descriptors: Cognitive Processes, Spatial Ability, Simulated Environment, Video Games
Nikken, Peter; Jansz, Jeroen – Learning, Media and Technology, 2014
With children using digital media at ever younger ages, media-education becomes a pressing issue for parents. As there is hardly any research on how parents guide the online activities of toddlers and young children an internet-survey was held among 792 Dutch parents of children aged between 2 and 12 years. Factor analysis revealed that for the…
Descriptors: Foreign Countries, Online Surveys, Parents, Young Children
Gerber, Hannah R.; Abrams, Sandra Schamroth; Onwuegbuzie, Anthony J.; Benge, Cindy L. – Educational Media International, 2014
This article explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum when developed through a connected learning frame by examining the influence that COTS videogames have on transforming students' literacy learning in-school. However, it must be noted that transforming literacy in school is about more…
Descriptors: Video Games, Teaching Methods, Educational Technology, Case Studies
Harvey, Stephen; Jarrett, Kendall – Physical Education and Sport Pedagogy, 2014
Background: In 2006, Oslin and Mitchell published a review of the game-centred approaches (GCAs) to teaching and coaching literature highlighting a number of core concepts thought to provide justification for the use of GCAs including (a) its potential to enhance participant motivation, (b) potential for tactical transfer, and (c) development of…
Descriptors: Games, Physical Education, Athletics, Literature Reviews
Brinker, Jay K.; Roberts, Pamela; Radnidge, Belinda – Educational Gerontology, 2014
This article describes the development and evaluation of The Game of Late Life--a novel education activity for the psychology of ageing. The game was designed to provide transformational learning where students imagine themselves as older adults and move through late life via a game board, encountering various life events along the way. One of the…
Descriptors: Teaching Methods, Aging (Individuals), Gerontology, Educational Games
Kee, Ch'ng Lay; Samsudin, Zarina – Turkish Online Journal of Educational Technology - TOJET, 2014
Learning is interwoven in daily life and so it can be take place at anytime and anywhere by using mobile device. In the 21st century, mobile devices have become ubiquitous, affordable and accessible for the teenagers. The teenagers have the opportunity to perform the learning activities by using the mobile devices. However, what are they used…
Descriptors: Foreign Countries, Handheld Devices, Adolescents, Learning Activities
Deed, Craig; Lesko, Thomas M.; Lovejoy, Valerie – Teacher Development, 2014
Personalized learning spaces are emerging in schools as a critical reaction to "industrial-era" school models. As the form and function of schools and pedagogy change, this places pressure on teachers to adapt their conventional practice. This paper addresses the question of how teachers can adapt their classroom practice to create…
Descriptors: Foreign Countries, Educational Environment, Educational Facilities Design, Teacher Empowerment
Bofferding, Laura; Hoffman, Andrew – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
Linear board games have shown great promise as tools to teach whole number concepts (Ramani & Siegler, 2008), but little is known about their utility for supporting negative integer concepts. This study sought to extend the use of linear board games to teach integer concepts. Forty-eight first graders (ages 6-7) counted along an integer board…
Descriptors: Elementary School Students, Grade 1, Elementary School Mathematics, Number Concepts
Ngai, E. W. T.; Lam, S. S.; Poon, J. K. L. – International Journal of Information and Communication Technology Education, 2013
This paper describes the successful application of a computer-supported collaborative learning system in teaching e-commerce. The authors created a teaching and learning environment for 39 local secondary schools to introduce e-commerce using a computer-supported collaborative learning system. This system is designed to equip students with…
Descriptors: Business, Internet, Program Implementation, Cooperative Learning
Sinn, Robb; Phipps, Marnie – International Journal for the Scholarship of Teaching and Learning, 2013
A simulated academic career was combined with inquiry-based learning in an upper-division undergraduate mathematics course. Concepts such as tenure, professional conferences and journals were simulated. Simulation procedures were combined with student-led, inquiry-based classroom formats. A qualitative analysis (ethnography) describes the culture…
Descriptors: Undergraduate Students, Mathematics Education, Career Education, Simulation
The Impact of Science Education Games on Prescription Drug Abuse Attitudes among Teens: A Case Study
Klisch, Yvonne; Bowling, Kristi G.; Miller, Leslie M.; Ramos, Miguel A. – Journal of Drug Education, 2013
Two online science education games, in which players learn about the risks of prescription drug abuse in the context of investigating crimes, were evaluated to determine shifts of prescription drug abuse attitudes attributable to game exposure. High school students from grades 11 and 12 (n = 179) were assigned to one of the games and participated…
Descriptors: Educational Games, Science Education, Drug Abuse, Adolescent Attitudes
Samuels, Harry – English Teaching Forum, 2013
This article discusses the origins of humanistic education beginning in the 1960s. The philosophy gained popularity among educators in a variety of disciplines and was adopted by teachers of foreign languages. That method was based on the premise that if students feel better about themselves, they will achieve greater results as learners.…
Descriptors: Humanistic Education, Humanism, Educational Technology, Internet
Horton, Jessica; Friedenstab, Steve – Science and Children, 2013
This article describes a special third-grade classroom unit based on the reality show "Survivor." The goal of this engaging and interactive unit was to teach students about physical and behavioral adaptations that help animals survive in various desert biomes. The activity combines research, argument, and puppet play over one week of…
Descriptors: Science Instruction, Elementary School Science, Grade 3, Animals
Digital Games and Assistive Technology: Improvement of Communication of Children with Cerebral Palsy
Ferreira, Maria Inês Jesus; Travassos, Xisto Lucas; Sampaio, Renelson; Pereira-Guizzo, Camila de Sousa – International Journal of Special Education, 2013
This paper aims to analyze the frequency of occurrence of different forms of communication in nonspeaking children during activities with digital games. The participants in this study were three children with multiple disabilities, whose limitations were due to cerebral palsy. All the children had severe oral communication disabilities. Three…
Descriptors: Interpersonal Communication, Nonverbal Communication, Children, Cerebral Palsy
Peppler, Kylie; Danish, Joshua A.; Phelps, David – Simulation & Gaming, 2013
Although games--including board games, video games, and Massive Multiplayer Online Games--have garnered significant attention in recent years for their impact on educational outcomes, a primary focus of this interest is the transfer of knowledge from game to nongame settings. Building on this literature, our research explores how game designs that…
Descriptors: Games, Teaching Methods, Design, Competition

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