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Vanags, Thea; Budimlic, Mira; Herbert, Elissa; Montgomery, Melena M.; Vickers, Tracy – Advances in Physiology Education, 2012
Students struggle with the volume and complexity of physiology terminology. We compared first-year undergraduate psychology students' learning of physiological terms using two teaching methods: one verbal (control group; n = 16) and one spatial and multisensory (experimental group; n = 19). The experimental group used clear plastic shower caps to…
Descriptors: Experimental Groups, Control Groups, Pretests Posttests, Multisensory Learning
Holt, Josh E.; Kinchin, Gary; Clarke, Gill – Physical Education and Sport Pedagogy, 2012
Background: Coaches developing young talent in team sports must maximise practice and learning of essential game skills and accurately and continuously assess the performance and potential of each player. Relative age effects highlight an erroneous process of initial and on-going player assessment, based largely on subjective opinions of game…
Descriptors: Video Technology, Feedback (Response), Research Design, Physical Education
Stone, Jamalee; Hamann, Edmund – Journal of American Indian Education, 2012
Project Inquiry-Based Mathematics was a National Science Foundation Math-Science Partnership implemented in a Great Plains city school district with a significant K-12 Native American population. One goal of the project was to reduce the achievement gap between Native American and non-Native students enrolled in district. This gap reduction was to…
Descriptors: Achievement Gap, Test Results, American Indians, Grade 5
Herman, Jana Morgan – Montessori Life: A Publication of the American Montessori Society, 2012
Marc Prensky coined the term "digital native" in 2001 to describe those who have grown up with a constant interaction of technology, including television, video games, and the Internet (Prensky, 2001). For these people, many of them now in their twenties, life has always included the presence of screens--televisions, cell phones, iPods, video…
Descriptors: Influence of Technology, Access to Information, Adolescents, Generational Differences
Roberts, Simon; Fairclough, Stuart – European Physical Education Review, 2012
The primary purpose of this study was to develop and validate a System for Observing the Teaching of Games in Physical Education (SOTG-PE). Primary pilot testing of the SOTG-PE was conducted in a large, selective, all-boys secondary school in the north-west of England. Two hundred and eighty three pupils aged 11-16 volunteered as participants for…
Descriptors: Expertise, Physical Education, Observation, Testing
Stran, Margaret; Sinelnikov, Oleg; Woodruff, Elizabeth – European Physical Education Review, 2012
A hybrid Sport Education (SE) and Teaching Games for Understanding (TGfU) pedagogical model shifts responsibilities to students and enhances game play by focusing on tactical problems. The purpose of this study was to (1) examine pre-service teachers' (PTs) perceptions teaching a SE-TGfU hybrid; and (2) identify facilitators and inhibitors that…
Descriptors: Learner Engagement, Physical Education, Interviews, Focus Groups
Gee, James Paul – Educational Forum, 2012
This article argues that both traditional literacy (reading and writing print) and new digital literacies (for example, playing video games) come in two grades or forms, one of which can lead to success in the modern world and one of which is less likely to do so. In both cases, the role of "academic" or "specialist" language is crucial in…
Descriptors: Literacy, Video Games, Oral Language, Academic Discourse
Odhiambo, Calvin – College Teaching, 2012
The author describes a classroom activity in which students generate and then analyze insulting words to gain insights into how gender is socially constructed. After discussing how and why undergraduate students struggle with the concept of gender, the author highlights the usefulness of an active learning pedagogy in clearing these…
Descriptors: Undergraduate Students, Active Learning, Misconceptions, Gender Differences
Kim, Paul; Buckner, Elizabeth; Kim, Hyunkyung; Makany, Tamas; Taleja, Neha; Parikh, Vallabhi – International Journal of Educational Development, 2012
This study explores the effectiveness of a game-based mobile learning model for children living in underdeveloped regions with significant contextual variations. Data for this study came from a total of 210 children between the ages of 6-14 years old from six marginalized communities in India. The findings reveal that children with little or no…
Descriptors: Foreign Countries, Electronic Learning, Educational Development, Educational Technology
Ahamer, Gilbert – Campus-Wide Information Systems, 2012
Purpose: This paper seeks to argue that global change calls for training in intercultural, interdisciplinary and interparadigmatic professional behaviour. Thus a concrete web-based five-level training procedure "Surfing global change" (SGC) is to be proposed that includes reflection of game players' own knowledge, views and values. Rules…
Descriptors: Foreign Countries, Higher Education, Web Based Instruction, Role Playing
Vickery, William L. – Journal of Problem Based Learning in Higher Education, 2013
When problem based learning occurs in a social context it is open to a common social behaviour, scrounging. In the animal behaviour literature, scroungers do not attempt to find resources themselves but rather exploit resources found by other group members (referred to as producers). We know from studies of animal behaviour (including humans) that…
Descriptors: Problem Based Learning, Game Theory, Socialization, Learning Processes
Lammers, Jayne C. – Learning, Media and Technology, 2013
Videogames, such as "The Sims," are a digital media passion drawing adolescents to online spaces where they create and share content. This article explores how discourses and expectations are taught in one online, videogame-related fan site of adolescents who read and write "Sims" fan fiction. Using Bernstein's pedagogic…
Descriptors: Web Sites, Educational Technology, Technology Uses in Education, Fiction
Li, Ming-Chaun; Tsai, Chin-Chung – Journal of Science Education and Technology, 2013
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and…
Descriptors: Educational Games, Teaching Methods, Literature Reviews, Science Education
Roscoe, Rod D.; McNamara, Danielle S. – Journal of Educational Psychology, 2013
The Writing Pal (W-Pal) is a novel intelligent tutoring system (ITS) that offers writing strategy instruction, game-based practice, essay writing practice, and formative feedback to developing writers. Compared to more tractable and constrained learning domains for ITS, writing is an ill-defined domain because the features of effective writing are…
Descriptors: Feasibility Studies, Intelligent Tutoring Systems, Writing Instruction, Writing Strategies
Mayer, Igor; Warmelink, Harald; Bekebrede, Geertje – European Journal of Engineering Education, 2013
The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the…
Descriptors: Higher Education, Educational Games, Educational Technology, Technology Uses in Education

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