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Bargerhuff, Mary Ellen; Cowan, Heidi; Oliveira, Francisco; Quek, Francis; Fang, Bing – Journal of Visual Impairment & Blindness, 2010
This article introduces a recently developed haptic glove system and describes how the participants used a video game that was purposely designed to train them in skills that are needed for the efficient use of the haptic glove. Assessed skills included speed, efficiency, embodied skill, and engagement. The findings and implications for future…
Descriptors: Video Games, Training, Assistive Technology, Tactual Perception
Spenwyn, Jenny; Barrett, Doug J. K.; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2010
Empirical research examining the situational characteristics of gambling and their effect on gambling behaviour is limited but growing. This experimental pilot investigation reports the first ever empirical study into the combined effects of both music and light on gambling behaviour. While playing an online version of roulette, 56 participants…
Descriptors: Music, Lighting, Addictive Behavior, Games
Butler, Douglas – Mathematics Teacher, 2010
Autograph is a two- and three-dimensional dynamic statistics and graphing utility, developed in England, that has grown out of direct classroom experience. A simple select-and-right-click interface, together with tools such as Autograph's unique Slow Plot, Scribble Tool, and dynamic Constant Controller help make the classroom experience…
Descriptors: Computer Assisted Instruction, Educational Technology, Mathematical Concepts, Athletics
Nardo, Rachel – General Music Today, 2010
This article discusses how to design an opera on the internet and introduces a site that offers the educational keys to the musical kingdom when it comes to unlocking a child's interest in opera. The combination of attractive, animated artwork, fun interactivity, and sound musical learning make this site very useful in a general music classroom.…
Descriptors: Music Education, Opera, Music, Musicians
Grehaigne, Jean-Francis; Caty, Didier; Godbout, Paul – Physical Education and Sport Pedagogy, 2010
Background: Sport Education and "Tactical decision learning model" (TDLM) are two curriculum models used by physical education teachers in France to help students in the development of a tactical intelligence of game play in the didactics of team sports. Purpose: Identify prototypic configurations of play in the sense that they represent…
Descriptors: Foreign Countries, Physical Education, Team Sports, Games
Baker, Ardith; Bittner, Teresa; Makrigeorgis, Christos; Johnson, Gloria; Haefner, Joseph – Teaching Statistics: An International Journal for Teachers, 2010
Recent evidence indicates that decision makers are more sensitive to potential losses than gains. Loss aversion psychology has led behavioural economists to look beyond expected utility by developing "prospect theory." We demonstrate this theory using the "Deal or No Deal" game show.
Descriptors: Decision Making, Television, Games, Psychology
Roche, Anne – Australian Primary Mathematics Classroom, 2010
A considerable body of research exists on students' understanding of decimal fractions and the prevalence and persistence of common misconceptions related to this understanding. Results from major studies such as the National Assessment of Educational Progress (NAEP) in the United States and the Concepts in Secondary Mathematics and Science (CSMS)…
Descriptors: Foreign Countries, Mathematics, Number Concepts, Models
Chick, Helen – Mathematics Teaching, 2010
There is much to be learned and pondered by reading "Proofs and Refutations," by Imre Lakatos. It highlights the importance of mathematical definitions, and how definitions evolve to capture the essence of the object they are defining. It also provides an exhilarating encounter with the ups and downs of the mathematical reasoning process, where…
Descriptors: Definitions, Probability, Geometry, Mathematics Instruction
Lawson, Larry L.; Lawson, Catherine L. – Simulation & Gaming, 2010
Experimental research in business and economics has exploded in recent years in both laboratory and field settings. The generality of findings from field experiments is limited by the specificity of the experimental environment. Laboratory studies, on the other hand, are criticized for being devoid of the contextual cues that may indicate to…
Descriptors: Video Games, Computer Simulation, Experiments, Research Methodology
Snyder, Brian A. – PRIMUS, 2010
In this article we show how the Sudoku puzzle and the three simple rules determining its solution can be used as an introduction to proof-based mathematics. In the completion of the puzzle, students can construct multi-step solutions that involve sequencing of steps, use methods such as backtracking and proof by cases, and proof by contradiction…
Descriptors: Mathematics Instruction, Mathematical Concepts, Mathematical Logic, Validity
Charlier, Nathalie; De Fraine, Bieke – Journal of School Health, 2013
Background: Knowledge of first aid (FA), which constitutes lifesaving treatments for injuries or illnesses, is important for every individual. In this study, we have set up a group-randomized controlled trial to assess the effectiveness of a board game for learning FA. Methods: Four class groups (120 students) were randomly assigned to 2…
Descriptors: Foreign Countries, First Aid, Secondary School Students, Experimental Groups
Scheu, Ian Edward; Lawrence, Thomas – Journal of Educational Computing Research, 2013
This article details the construction of a computer program to test cognitive processing differences in adolescents engaged in a standard presentation of tests versus a fantasy-based game presentation. The article will discuss the challenges of creating a replication of traditional psychological tests into a new medium which holds comparable…
Descriptors: Psychological Testing, Computer Assisted Testing, Games, Adolescents
Zhang, Mark; Chen, Li; Lei, Ouyang; Malone, Christopher – ICHPER-SD Journal of Research, 2013
This study was designed to examine whether the Olympic Games was a catalyst for changes to Beijing residents' quality of life based on social-economic perspectives and how these changes affected their continuous support for the Games. Residents who lived in Beijing 18 months or longer were invited to participate in this survey research (N = 412)…
Descriptors: Socioeconomic Influences, Athletics, Economic Impact, Games
Anderson, Janice L.; Barnett, Mike – Journal of Science Education and Technology, 2013
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called "Supercharged!" on middle school students' understanding of electromagnetic concepts compared to students…
Descriptors: Video Games, Video Technology, Teaching Methods, Science Instruction
Stephen, Christine; Stevenson, Olivia; Adey, Claire – Journal of Early Childhood Research, 2013
This article is about the ways in which young children engage with technological toys and resources at home and, in particular, the ways in which the family context makes a difference to young children’s engagement with these technologies. The data reviewed come from family interviews and parent-recorded video of four case study children as they…
Descriptors: Family Influence, Family Environment, Access to Computers, Young Children

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