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Caton, Hope; Greenhill, Darrel – International Journal of Game-Based Learning, 2014
This paper describes how a gamified rewards and penalties framework was used to increase attendance and engagement in a level six undergraduate computing module teaching game production. The framework was applied to the same module over two consecutive years: a control year and a trial year. In both years the tutor, assignments and assessment…
Descriptors: Undergraduate Students, Computer Science Education, Learning Modules, Attendance
Chisholm, June F. – Journal of Information Systems Education, 2014
Cyberbullying may be one of the "diseases" of the 21st Century. Despite efforts to curtail its incidence and prevalence over the past 20 years, its direct and indirect harmful effects have made it a public concern about the wellbeing of children, adolescents, and adults. Empirical studies as well as psychological theories have addressed…
Descriptors: Bullying, Computer Mediated Communication, Prevention, Literature Reviews
Van der Stege, Heleen A.; Hilberink, Sander R.; Visser, Adriaan P.; Van Staa, AnneLoes – Sex Education: Sexuality, Society and Learning, 2014
The objective of this study was to identify determinants of professionals' intention to use the new board game SeCZ TaLK to facilitate sexual health discussions with young people with chronic health conditions and disabilities, and to gauge whether intention led to actual use. A cross-sectional web-based survey of 336 professionals before they…
Descriptors: Sex Education, Chronic Illness, Disabilities, Intention
Rauh, Jonathan – Journal of Political Science Education, 2014
Active learning, including in-class debates, is used in social science classrooms as a means of improving meaning and increasing understanding of complex materials. However, in-class debates do not fully satisfy all aspects of experiential learning because students do not get to experience the results of multifaceted concepts, such as strategic…
Descriptors: Discussion (Teaching Technique), Class Activities, Educational Experiments, Active Learning
Moy, Brendan; Renshaw, Ian; Davids, Keith – Physical Education and Sport Pedagogy, 2014
Background: The development of intelligent, thinking performers as a central theme in physical education curriculum documents worldwide has highlighted the need for an evolution of teaching styles from the dominant reproductive approach. This has prompted an Australian university to change the content and delivery of a games unit within their…
Descriptors: Foreign Countries, Physical Education, Games, Acculturation
Sundqvist, Pia; Sylvén, Liss Kerstin – ReCALL, 2014
This paper presents findings from a study investigating young English language learners (YELLs) in Sweden in 4th grade (N = 76, aged 10-11). Data were collected with the help of a questionnaire and a one-week language diary. The main purpose was to examine the learners' L2 English language-related activities outside of school in general, and their…
Descriptors: English (Second Language), Second Language Learning, Foreign Countries, Grade 4
Petley, Rebecca; Attewell, Jill; Savill-Smith, Carol – International Journal of Virtual and Personal Learning Environments, 2011
MoLeNET is a unique collaborative initiative, currently in its third year, which encourages and enables the introduction of mobile learning in English post 14 education via supported shared-cost projects. Mobile learning in MoLeNET is defined by MoLeNET as "The exploitation of ubiquitous handheld technologies, together with wireless and…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Tan, Wee Hoe; Neill, Sean; Johnston-Wilder, Sue – International Journal of Game-Based Learning, 2012
This paper compares the results of two surveys conducted between July 2009 and January 2010 with 45 subject matter experts (SMEs) and 41 game experts in the UK. The surveys examine the attitudes and attitude differences of the participants towards teachers who use games in the classroom and studios that produced educational games. The findings…
Descriptors: Surveys, Specialists, Foreign Countries, Comparative Analysis
Zhang, Jian – International Education Studies, 2012
To strengthen the professional competence and basic ability is the objective requirements of the Chinese higher vocational college English teaching, while the positioning of the teaching objectives is partial to a "prisoner's dilemma" in game situations that any party will result in. To get rid of the "dilemma", we have to…
Descriptors: Foreign Countries, English (Second Language), College Second Language Programs, Vocational Education
Vanags, Thea; George, Amanda M.; Grace, Diana M.; Brown, Patricia M. – Teaching of Psychology, 2012
Brain Bingo is a tutorial activity for helping undergraduate psychology students learn complex physiological terms. In two experiments, the authors tested pretest and posttest knowledge, and in Experiment 2, the authors tested retention after 5 weeks. In Experiment 1 (n = 41), the experimental group (Brain Bingo) recalled more terms than the…
Descriptors: Foreign Countries, Undergraduate Students, Introductory Courses, Psychology
Levin, Diane E. – Exchange: The Early Childhood Leaders' Magazine Since 1978, 2012
The author's students interviewed people over 50 years old about play when they were young. Their answers capture the many themes that come up in response to the following two questions: (1) Do you think the play of children today is different from when you were growing up?; and (2) If so, how do you think it has changed? In the past, when both…
Descriptors: Play, Video Games, Welfare Services, Urban Youth
Dalal, Nikunj – Journal of Information Systems Education, 2012
We describe the use of rapid game prototyping as a pedagogic technique to experientially explore and learn requirements discovery, modeling, and specification in systems analysis and design courses. Students have a natural interest in gaming that transcends age, gender, and background. Rapid digital game creation is used to build computer games…
Descriptors: Teaching Methods, Systems Analysis, Design, Computer Games
Kurki, Anja; Wang, Wei; Poduska, Jeanne; Gomez, Mary Jane; Li, Yibing; Brown, C. Hendricks – Society for Research on Educational Effectiveness, 2012
This paper describes the design and preliminary results regarding the testing of the Good Behavior Game in schools that vary in their proportion of Latinos and the use of bilingual instruction. The authors discuss how working with multicultural schools/school district has influenced the design, intervention and training, data collection, and…
Descriptors: Student Behavior, Games, Multilingualism, Bilingual Education
Kuss, Daria Joanna; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2012
The activity of play has been ever present in human history and the Internet has emerged as a playground increasingly populated by gamers. Research suggests that a minority of Internet game players experience symptoms traditionally associated with substance-related addictions, including mood modification, tolerance and salience. Because the…
Descriptors: Substance Abuse, Correlation, Etiology, Internet
Chen, Weiyun; Rovegno, Inez; Cone, Stephen L.; Cone, Theresa P. – Research Quarterly for Exercise and Sport, 2012
The purpose of this study was to describe how an accomplished teacher taught second-grade students to design games that integrated movement and mathematics content. The participants were one physical education teacher, a classroom teacher, and an intact class of 20 second-grade students. Qualitative data were gathered through videotaping of all…
Descriptors: Grade 2, Physical Education, Physical Education Teachers, Experienced Teachers

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