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Manning, Victoria; Gomez, Brenda; Guo, Song; Low, Yee Deng; Koh, Puay Kee; Wong, Kim Eng – International Journal of Mental Health and Addiction, 2012
The study set out to examine Quality of Life (QoL), specifically subjective well being in three different addiction populations (260 alcohol-dependent, 282 drug-dependent, and 132 pathological gambling outpatients) at their first visit to treatment, using the Personal Well being Index (PWI). The mean PWI score for all patients was significantly…
Descriptors: Substance Abuse, Well Being, Questionnaires, Severity (of Disability)
Alexander, Curby; Hammond, Thomas C. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2012
In this article the authors present Five-Picture Charades, an instructional activity designed to introduce preservice and in-service teachers to the technical and pedagogical uses of digital images in the classroom. Because digital images can be repurposed into several different types of digital media projects, Five-Picture Charades is described…
Descriptors: Educational Technology, Instructional Design, Computer Uses in Education, Multimedia Materials
Cronan, Timothy Paul; Leger, Pierre-Majorique; Robert, Jacques; Babin, Gilbert; Charland, Patrick – Simulation & Gaming, 2012
Enterprise Resource Planning (ERP) systems have had a significant impact on business organizations. These large systems offer opportunities for companies regarding the integration and functionality of information technology systems; in effect, companies can realize a competitive advantage that is necessary in today's global companies. However,…
Descriptors: Simulation, Information Technology, Educational Assessment, Management Information Systems
Mazurek, Micah O.; Shattuck, Paul T.; Wagner, Mary; Cooper, Benjamin P. – Journal of Autism and Developmental Disorders, 2012
Anecdotal reports indicate that individuals with autism spectrum disorders (ASD) are often preoccupied with television, computers, and video games (screen-based media). However, few studies have examined this issue. The current study examined screen-based media use among a large, nationally representative sample of youths participating in the…
Descriptors: Video Games, Autism, Learning Disabilities, Mental Retardation
Peterson, Mark – ReCALL, 2012
This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants' text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a…
Descriptors: English (Second Language), Second Language Learning, Computer Games, Role Playing
Denner, Jill; Werner, Linda; Ortiz, Eloy – Computers & Education, 2012
Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…
Descriptors: Females, Computer Uses in Education, Computers, Programming
Mathis, Jonathan D. – Journal of College Admission, 2010
This article discusses game design concepts suggested to foster engagement while considering the needs of underserved high school students preparing for the college admission process. The contextual nature of college counseling efforts in urban secondary school settings provides a backdrop for consideration of the manner in which game design and…
Descriptors: Educational Strategies, Counseling Techniques, Video Games, Experiential Learning
Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn – Research in Science & Technological Education, 2010
As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Secondary School Science
Maasz, Juergen; Siller, Hans-Stefan – Adults Learning Mathematics, 2010
A lot of people risk money with bets on sport events or other events. Bookkeepers that offer such bets earn a lot of money. We are making a proposal (more exactly: a concept for a part of a basic mathematics course) for learning mathematics behind the screen (internet bets are very popular). Learners should organize a "sports event"…
Descriptors: Foreign Countries, Mathematics Instruction, Games, Probability
Cameron, Jennifer Marie – ProQuest LLC, 2010
The majority of college students consume alcohol. Some college students consume heavily and these abusive patterns of alcohol use can be associated with substantial negative consequences. Drinking game participation has increased in popularity among college students and is associated with high levels of alcohol consumption and an increased…
Descriptors: College Students, Drinking, Males, Alcohol Abuse
Salomon, John – ProQuest LLC, 2010
Although digital technologies have become commonplace among people who grew up around them, little is known about the effect that such technology will have on learners or its impact on traditional methods of educational delivery. This dissertation examines how certain technologies affect digital natives and seeks to understand specific…
Descriptors: Video Games, Academic Achievement, Online Courses, Methods
Hopkins, Brian – College Mathematics Journal, 2010
Two people take turns selecting from an even number of items. Their relative preferences over the items can be described as a permutation, then tools from algebraic combinatorics can be used to answer various questions. We describe each person's optimal selection strategies including how each could make use of knowing the other's preferences. We…
Descriptors: College Mathematics, Mathematics Instruction, Numbers, Algebra
Tanol, Gizem; Johnson, LeAnne; McComas, Jennifer; Cote, Erin – Journal of School Psychology, 2010
The purpose of this study was to examine the differential effects of 2 versions of the Good Behavior Game (Barrish, Saunders, & Wolf, 1969), allocating teacher attention to rule violations (GBG-response cost) and to rule following (GBG-reinforcement), on student and teacher behavior. The participants were 6 kindergarten students who were…
Descriptors: Behavior Problems, Teacher Behavior, School Psychologists, Kindergarten
Vierling-Claassen, Angela – College Mathematics Journal, 2010
Ever had a roommate? Then you know that it can be difficult to share housekeeping duties. This article uses game theory to analyze situations in which there is a task to be done and two people who might do it. We then use our analysis to consider what game theory tells us about the gendered division of household labor.
Descriptors: Game Theory, College Mathematics, Problem Solving, Task Analysis
Klein, Pnina S.; Adi-Japha, Esther; Hakak-Benizri, Simcha – Educational Studies in Mathematics, 2010
The objective of this study was to examine gender differences in the relations between verbal, spatial, mathematics, and teacher-child mathematics interaction variables. Kindergarten children (N = 80) were videotaped playing games that require mathematical reasoning in the presence of their teachers. The children's mathematics, spatial, and verbal…
Descriptors: Mathematics Education, Games, Females, Spatial Ability

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