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 |
Education Resource Strategies, 2010
If your school district is facing a budget issue, it might surprise you to learn that the solution might very well lie in a game of cards. That certainly was the case earlier this year for the city schools of Memphis, Tennessee. The game is called Budget Hold'em, and it was developed by Education Resource Strategies (ERS) of Watertown,…
Descriptors: Budgeting, Retrenchment, Resource Allocation, Educational Finance
Wittman, Grace – Journal of Extension, 2010
The "2005 Dietary Guidelines for Americans" and "Mypramid" recommend that children get 60 minutes of moderate level exercise each day. Obesity has become a serious health concern for children and adolescents. Idaho currently has an obesity rate of 10.1% for children ages 10-17. As a response to this, the Nintendo Wii was…
Descriptors: After School Programs, Video Games, Student Motivation, Physical Activities
Nastally, Becky L.; Dixon, Mark R.; Jackson, James W. – Journal of Applied Behavior Analysis, 2010
Pathological and nonpathological gamblers completed a task that assessed preference among 2 concurrently available slot machines. Subsequent assessments of choice were conducted after various attempts to transfer contextual functions associated with irrelevant characteristics of the slot machines. Results indicated that the nonproblem gambling…
Descriptors: Addictive Behavior, Recreational Activities, Adults, Context Effect
Leon, Samuel P.; Abad, Maria J. F.; Rosas, Juan M. – Psicologica: International Journal of Methodology and Experimental Psychology, 2010
The goal of this experiment was to assess the impact that experience with a task has on the context specificity of the learning that occurs. Participants performed an instrumental task within a computer game where different responses were performed in the presence of discriminative stimuli to obtain reinforcers. The number of training trials (3,…
Descriptors: Context Effect, Transfer of Training, Learning, Training
Williams, Jeremy D.; Pulford, Justin; Bellringer, Maria; Abbott, Max – International Journal of Mental Health and Addiction, 2010
Multiple means exist by which gamblers including problem gamblers may be recruited from the general population for research survey purposes. However, there appears to be limited discussion in the published literature about the relative merits of one or other approach. This paper addresses this gap, in part, by reporting the experiences of…
Descriptors: Recruitment, Advertising, Games, Probability
Weisberg, Daniel P.; Beck, Sarah R. – Journal of Experimental Child Psychology, 2010
In two experiments using a decision-making game, we investigated children's thinking about regret and relief. In Experiment 1 (N = 43, 31 children [5 years 4 months to 8 years 2 months of age] and 12 adults), participants chose between two boxes containing different numbers of stickers. They rated their happiness before learning that the other box…
Descriptors: Experiments, Young Children, Adults, Decision Making
Alexander, Gadi; Eaton, Isabelle; Egan, Kieran – Teachers College Record, 2010
Background/Context: Students' ready engagement in electronic games and the relative ease with which they sometimes learn complex rules have intrigued some educators and learning researchers. There has been growing interest in studying electronic gaming with the aim of trying to work out how learning principles that are evident in games can be…
Descriptors: Video Games, Learning, Learner Engagement, Educational Practices
Angelone, Lauren – Science Scope, 2010
There's no denying that middle school students are interested in video games. With such motivation present, we as teachers should harness this media in a productive way in our classrooms. Students today are much more technologically advanced than ever before, and using video games is one more way to use something from their world as a teaching…
Descriptors: Middle Schools, Video Games, Teaching Methods, Secondary School Science
Civai, Claudia; Corradi-Dell'Acqua, Corrado; Gamer, Matthias; Rumiati, Raffaella I. – Cognition, 2010
The "irrational" rejections of unfair offers by people playing the Ultimatum Game (UG), a widely used laboratory model of economical decision-making, have traditionally been associated with negative emotions, such as frustration, elicited by unfairness ([Sanfey et al., 2003] and [van't Wout et al., 2006]). We recorded skin conductance responses as…
Descriptors: Games, Economic Factors, Decision Making, Models
Rosas, Juan M.; Paredes-Olay, Maria C.; Garcia-Gutierrez, Ana; Espinosa, Juan J.; Abad, Maria J. F. – Learning and Motivation, 2010
Three experiments were conducted to explore the effects of different interference treatments upon outcome-specific transfer from predictive learning to instrumental responding. A computer game was designed in which participants had to defend Andalusia from navy and air-force attacks. Participants learned the relationship between two instrumental…
Descriptors: Learning Processes, Conditioning, Computers, Games
Kwon, Seolim; Lara, Miguel; Enfield, Jake; Frick, Theodore – Journal of Educational Technology Systems, 2013
Conducting an iterative usability testing, a set of prompts used as a form of instructional support was developed in order to facilitate the comprehension of the diffusion of innovations theory (Rogers, 2003) in a simulation game called the Diffusion Simulation Game (DSG) (Molenda & Rice, 1979). The six subjects who participated in the study…
Descriptors: Educational Technology, Technology Uses in Education, Usability, Prompting
McLean, Lavinia; Griffiths, Mark D. – International Journal of Game-Based Learning, 2013
International evidence indicates that the number of females involved in video-gaming is increasing. Within the context of this increase, there is a need to explore the experiences of this group of gamers in detail. This study explored female experiences of playing video-games. Data were collected from an online discussion forum dedicated to…
Descriptors: Video Games, Females, Computer Mediated Communication, Discourse Analysis
Hohenstein, Jill – First Language, 2013
This study investigated the motion event language children and their parents engaged in while playing a board game. Children are sensitive to differences in manner and path at infancy, yet adult-like motion event expression appears relatively late in development. While multiple studies have examined how exposure to parent speech generally relates…
Descriptors: Foreign Countries, Young Children, Constructivism (Learning), Parents
Hsu, Chung-Yuan; Liang, Jyh-Chong; Chai, Ching-Sing; Tsai, Chin-Chung – Journal of Educational Computing Research, 2013
Current technological pedagogical content knowledge (TPACK) studies are inclined to treat technology in a general manner, an approach which may not be able to provide adequate guidelines to improve teacher preparation and professional development when teaching with games. This study developed two new questionnaires, namely the Technological…
Descriptors: Pedagogical Content Knowledge, Knowledge Base for Teaching, Educational Games, Teaching Methods
Steenkamp, Leon P.; Rudman, Riaan J. – Contemporary Issues in Education Research, 2013
Students currently studying at tertiary institutions have developed a set of attitudes and aptitudes as a result of growing up in an IT and media-rich environment. These attitudes and aptitudes influence how they learn and in order to be effective, lecturers must adapt to address their learning preferences and use the online teaching tools that…
Descriptors: Educational Technology, College Students, Technology Uses in Education, Foreign Countries

Peer reviewed
Direct link
