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Rakoczy, Hannes; Hamann, Katharina; Warneken, Felix; Tomasello, Michael – British Journal of Developmental Psychology, 2010
Preschoolers' selective learning from adult versus peer models was investigated. Extending previous research, children from age 3 were shown to selectively learn simple rule games from adult rather than peer models. Furthermore, this selective learning was not confined to preferentially performing certain acts oneself, but more specifically had a…
Descriptors: Preschool Children, Adults, Learning, Games
Gerstenberg, Tobias; Lagnado, David A. – Cognition, 2010
How do people assign responsibility to individuals in a group context? Participants played a repeated trial experimental game with three computer players, in which they counted triangles presented in complex diagrams. Three between-subject conditions differed in how the group outcome was computed from the individual players' answers. After each…
Descriptors: Group Dynamics, Computers, Games, Responsibility
Alias, Norlidah; Rahman, Mohd. Nazri Abdul; Siraj, Saedah; Ibrahim, Ruslina – Malaysian Online Journal of Educational Technology, 2013
Homeschooling in Malaysia is a form of alternative education that emphasizes quality education based on moral values and belief in strengthening family ties. The purpose of this study is to produce a model of homeschooling technology-based learning activities in Malaysia as a guideline to improve the quality of education, curriculum and organize…
Descriptors: Foreign Countries, Home Schooling, Technology Uses in Education, Social Networks
Charij, Stephanie; Oikonomou, Andreas – International Journal of Game-Based Learning, 2013
With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This paper assesses the ability to use a form of biometric measurement, heart rate, in real-time to improve the challenge and enjoyment of a game by catering it to…
Descriptors: Computer Games, Measurement Techniques, Human Body, Biology
Romero, Margarida; Usart, Mireia – International Journal of Game-Based Learning, 2013
The use of games for educational purposes has been considered as a learning methodology that attracts the students' attention and may allow focusing individuals on the learning activity through the [serious games] SG game dynamic. Based on the hypothesis that students' Temporal Perspective has an impact on learning performance and time-on-task,…
Descriptors: Time Perspective, Time on Task, Educational Games, Performance
Williams, Skip M.; Coleman, Margo M.; Henninger, Mary L.; Carlson, Kristin B. – Physical Educator, 2013
The most recent publication of the "National Standards and Guidelines for Physical Education Teacher Education" (National Association for Sport and Physical Education [NASPE], 2009) requires physical education teacher education (PETE) programs to demonstrate that teacher candidates display both tactical knowledge and physical competence.…
Descriptors: Physical Education, Physical Education Teachers, Preservice Teachers, Teacher Education Programs
Kittler, Phyllis M.; Brooks, Patricia J.; Rossi, Vanessa; Karmel, Bernard Z.; Gardner, Judith M.; Flory, Michael J. – Journal of Cognition and Development, 2013
Neonatal intensive-care unit (NICU) graduates, a group at risk for attention problems and attention-deficit hyperactivity disorder, performed an intradimensional shift card sort at 34, 42, 51, and 60 months to assess executive function and to examine effects of individual risk factors. In the "silly" game, children sorted cards…
Descriptors: Neonates, Hospitalized Children, Injuries, Neurological Impairments
Chou, Chen-Huei; Liu, Hao-Chen – Journal of Teaching in International Business, 2013
The purpose of this article is to study if trading simulation is an effective tool to increase students' knowledge of the foreign exchange market. We developed a real-time multiuser web-based trading system that replicates an electronic brokerage foreign exchange market. To assess the effectiveness of the program, we conducted surveys in three…
Descriptors: International Trade, Business Administration Education, Finance Occupations, Simulation
Miller, Claude H.; Ivanov, Bobi; Sims, Jeanetta; Compton, Josh; Harrison, Kylie J.; Parker, Kimberly A.; Parker, James L.; Averbeck, Joshua M. – Human Communication Research, 2013
The efficacy of inoculation theory has been confirmed by decades of empirical research, yet optimizing its effectiveness remains a vibrant line of investigation. The present research turns to psychological reactance theory for a means of enhancing the core mechanisms of inoculation--threat and refutational preemption. Findings from a multisite…
Descriptors: Resistance (Psychology), Communication (Thought Transfer), Intention, Antisocial Behavior
Gerber, Hannah R.; Price, Debra P. – Educational Media International, 2013
This paper discusses how practicing teachers conceptualize commercial off the shelf (COTS) videogames within classroom-based English language arts instruction. Understanding how today's teachers perceive virtual worlds and videogames as an instructional tool for schema building within literacy development will help researchers better understand…
Descriptors: Popular Culture, Professional Development, Video Games, Teaching Methods
Bereczkei, Tamas; Deak, Anita; Papp, Peter; Perlaki, Gabor; Orsi, Gergely – Brain and Cognition, 2013
In spite of having deficits in various areas of social cognition, especially in mindreading, Machiavellian individuals are typically very successful in different tasks, including solving social dilemmas. We assume that a profound examination of neural structures associated with decision-making processes is needed to learn more about…
Descriptors: Social Cognition, Rewards, Risk, Brain Hemisphere Functions
Northup, Temple – Journal of Applied Research on Children, 2013
Objectives: The primary purpose of this research is to understand the media's impact on individual attitudes and behaviors related to aggression, sexuality, and body image. This research is of particular importance because it uses up-to-date data reflecting effects based on the current media environment. Additionally, it includes a racially…
Descriptors: Mass Media Effects, Student Attitudes, Student Behavior, Aggression
Campbell, Todd; Dowdle, Gayle; Shelton, Brett E.; Olsen, Jeffrey; Longhurst, Max; Beckett, Harrison – Science Activities: Classroom Projects and Curriculum Ideas, 2013
Gaming, an integral part of many students' lives outside school, can provide an engaging platform for focusing students on important disciplinary core concepts as an entry into developing students' understanding of these concepts through science practices. This article highlights how S'cape can be used to support student learning aligned with the…
Descriptors: Video Games, Science Instruction, Science Experiments, Inquiry
Blackwell, Deborah – ProQuest LLC, 2013
The main purpose of this qualitative research was to discover the effects of problem-based learning on a fifth grade language arts classroom. The secondary purpose was to examine how receptive fifth grade students were to a new way of learning. In this descriptive study, a group of nine students created an alternate reality game as part of a…
Descriptors: Problem Based Learning, Language Arts, Elementary School Students, Grade 5
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Freeman, A.; Ludgate, H. – New Media Consortium, 2013
The internationally recognized "NMC Horizon Report" series and regional "NMC Technology Outlooks" are part of the NMC Horizon Project, a comprehensive research venture established in 2002 that identifies and describes emerging technologies likely to have a large impact over the coming five years in education around the globe.…
Descriptors: Technology Uses in Education, Technological Advancement, Online Courses, Handheld Devices

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