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Clark, Aaron C.; Ernst, Jeremy – Journal of STEM Education: Innovations and Research, 2009
This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…
Descriptors: Video Games, Technology Education, Public Education, High School Students
Annetta, Leonard A.; Minogue, James; Holmes, Shawn Y.; Cheng, Meng-Tzu – Computers & Education, 2009
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective…
Descriptors: Video Games, Genetics, Program Effectiveness, High School Students
Markey, Karen; Swanson, Fritz; Jenkins, Andrea; Jennings, Brian; St. Jean, Beth; Rosenberg, Victor; Yao, Xingxing; Frost, Robert – Journal of Academic Librarianship, 2009
This exploratory study examines whether undergraduate students will play games to learn how to conduct library research. Results indicate that students will play games that are an integral component of the course curriculum and enable them to accomplish overall course goals at the same time they learn about library research. (Contains 1 table.)
Descriptors: Undergraduate Students, Educational Games, Library Instruction, Integrated Activities
Fletcher, Mike – Teaching Statistics: An International Journal for Teachers, 2009
We consider how probability theory can be used to increase one's chances of winning in the new television game show "The Colour of Money."
Descriptors: Probability, Television, Statistics, Game Theory
Ellcessor, Elizabeth; Duncan, Sean C. – International Journal of Game-Based Learning, 2011
This paper expands on Gee's (2004) notion of "affinity spaces" by placing them in the context of games, media stars, and their fans and combining cultural studies and new literacies approaches. The Guild, a web series about the misadventures of MMOplayers, written by and starring actor, writer, producer, and gamer Felicia Day, is…
Descriptors: Games, Communities of Practice, Multiple Literacies, Self Concept
Farmer, Steven C. – Journal of Chemical Education, 2011
The use of in-class stories is an excellent way to keep a class interested in subject matter. Many organic chemistry classes are populated by nonchemistry majors, such as pre-med, pre-pharm, and biology students. Trivia questions are presented that are designed to show how organic chemistry is an important subject to students regardless of their…
Descriptors: Majors (Students), Organic Chemistry, Biology, Student Interests
O'Brien, Tom – Mathematics Teaching, 2011
This article features a mathematical game called "Mystery Person." The author describes how the Mystery Person game was tried with first-graders [age 6]. The Mystery games involve the generation of key questions, the coordination of information--often very complex information--and the formulation of consequences based on this…
Descriptors: Mathematics Activities, Grade 1, Games, Mathematics Instruction
Crews, Annalisa – Knowledge Quest, 2011
Research supports the use of games in public, academic, and school libraries as a way to engage patrons and students, and to help develop important skills. Games provide stories and information, presented in a new format. They encourage critical thinking and problem solving and accomplish objectives of curriculum frameworks and meet AASL Standards…
Descriptors: School Libraries, Educational Games, Librarian Teacher Cooperation, Instructional Materials
Wells, Jenny C.; Narkon, Drue E. – Intervention in School and Clinic, 2011
Vocabulary instruction across the content areas aids reading comprehension, making it time well spent in the classroom. Although students with learning disabilities (LD) need many practice opportunities to learn new words, engaging them in vocabulary instruction may prove challenging. Due to their past difficulties in acquiring reading skills,…
Descriptors: Reading Comprehension, Learning Disabilities, Student Motivation, Reading Skills
McFarlin, Brian K.; Weintraub, Randi J.; Breslin, Whitney; Carpenter, Katie C.; Strohacker, Kelley – Educational Technology & Society, 2011
Online-learning environment can substantially improve student learning and retention of key health concepts. In this case report, we describe our approach for the design of online learning modules to teach concepts in an undergraduate health science/kinesiology curriculum. This report describes our use of these concepts in two lower division and…
Descriptors: Electronic Learning, Online Courses, Learning Modules, Educational Technology
Souto-Manning, Mariana – Teaching and Teacher Education: An International Journal of Research and Studies, 2011
In preparing White teachers to educate a diverse society, teacher educators must help them see the veil which colors their views of the world and privileges them. This study explores the need for playing with power and privilege to deconstruct the concept of meritocracy and challenge the idea of one-ness, thereby fostering more conscious locations…
Descriptors: Preservice Teacher Education, Teacher Attitudes, Teacher Educators, Consciousness Raising
Holtz, Peter; Appel, Markus – Journal of Adolescence, 2011
In early adolescence, the time spent using the Internet and video games is higher than in any other present-day age group. Due to age-inappropriate web and gaming content, the impact of new media use on teenagers is a matter of public and scientific concern. Based on current theories on inappropriate media use, a study was conducted that comprised…
Descriptors: Behavior Problems, Video Games, Early Adolescents, Internet
Chow, Alan F.; Woodford, Kelly C.; Maes, Jeanne – International Journal of Mathematical Education in Science and Technology, 2011
Student understanding and retention can be enhanced and improved by providing alternative learning activities and environments. Education theory recognizes the value of incorporating alternative activities (games, exercises and simulations) to stimulate student interest in the educational environment, enhance transfer of knowledge and improve…
Descriptors: Student Interests, Problem Solving, Educational Environment, Thinking Skills
Elstad, Eyvind; Turmo, Are – Education, Knowledge & Economy: A Journal for Education and Social Enterprise, 2011
As education systems around the world move towards increased accountability based on performance measures, it is important to investigate the unintended effects of accountability systems. This article seeks to explore the extent to which head teachers in a large Norwegian municipality may resort to gaming the incentive system to boost their…
Descriptors: Incentives, Academic Achievement, Sampling, Accountability
Rahman, Mustafizur; Ferdous, S. M.; Ahmed, Syed Ishtiaque; Anwar, Anika – Interactive Technology and Smart Education, 2011
Purpose: Speech disorder is one of the most common problems found with autistic children. The purpose of this paper is to investigate the introduction of computer-based interactive games along with the traditional therapies in order to help improve the speech of autistic children. Design/methodology/approach: From analysis of the works of Ivar…
Descriptors: Play, Autism, Interaction, Speech Skills

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