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Doliopoulou, Elsie; Rizou, Charitomeni – European Early Childhood Education Research Journal, 2012
Play is both a right of children and a learning method for preschoolers and school aged children. It is influenced by all forms of social change on a local and global level. The rapid pace of life and the competitive modern lifestyle, particularly in western societies, are leading to a decrease in spontaneous play and to its replacement by more…
Descriptors: Play, Leisure Time, Social Change, Foreign Countries
Lutz, Tim – Journal of Geoscience Education, 2011
An analysis of physical geology textbooks used in introductory courses shows that there is a systematic lack of clarity regarding flood risk. Some problems originate from confusion relating to statistical terms such as "100-year flood" and "100-year floodplain." However, the main problem is conceptual: statistics such as return…
Descriptors: Earth Science, Science Instruction, Natural Disasters, Introductory Courses
Anil, Beena – Journal on English Language Teaching, 2011
Vocabulary is predominant in improving one's communicative skill. Language is more powerful when it is being used perfectly. Teachers should consider the background of learners and aid them to learn and develop their vocabulary in many interesting ways especially through games. This paper deals with a productive and a logical study, done on a set…
Descriptors: Vocabulary Development, Teaching Methods, Educational Games, First Generation College Students
Buschang, Rebecca E.; Chung, Gregory K. W. K.; Kim, Jinok – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
This study is an exploratory study of the relationship between collaboration and mathematics and game outcomes in a video game aimed at teaching concepts related to rational numbers. The sample included 243 middle school students who played the video game either with one partner or individually for 40 minutes. Results suggest that participants…
Descriptors: Classroom Research, Video Games, Academic Achievement, Numbers
Curtin, Penelope, Ed.; Stanwick, John, Ed.; Beddie, Francesca, Ed. – National Centre for Vocational Education Research (NCVER), 2011
This book of readings on innovation was commissioned by the Department of Education, Employment and Workplace Relations (DEEWR) and looks at the relationship between skills, innovation and industry. In November 2010, the National Centre for Vocational Education Research (NCVER) held a forum in Sydney on the relationship between innovation and…
Descriptors: Innovation, Skills, Business, Industry
Parker, Susan – Robert Wood Johnson Foundation, 2011
Youth rarely receive opportunities to craft their own strategies around health and wellness within contexts relevant to them. From 2009 to 2010, the Institute of Play, based in New York, developed Being Me, a social networking site, to enable sixth-graders at the Quest to Learn public school to explore, discover and document a range of ideas…
Descriptors: Video Technology, Play, Electronic Publishing, Social Networks
LeCompte, Karon; Moore, Brandon; Blevins, Brooke – Research in the Schools, 2011
iCivics, a free online, civics education program created by Supreme Court Justice Sandra Day O'Connor, is aligned to state and national standards to teach core civics content. The research question for this study is: Does spending at least 30 minutes on the iCivics interactive web site 2 times per week improve student scores on a civics test? A…
Descriptors: National Standards, Citizenship, Civics, Pretests Posttests
Glassman, Tavis; Braun, Robert; Reindl, Diana M.; Whewell, Aubrey – Journal of Alcohol and Drug Education, 2011
The purpose of this study was to determine the Blood (breath) Alcohol Concentration (BrAC) rates of college football fans on game day. Researchers employed a time-series study design, collecting data at home football games at a large university in the Midwest. Participants included 536 individuals (64.4% male) ages 18-83 (M = 28.44, SD = 12.32).…
Descriptors: Team Sports, Drinking, Alcohol Abuse, College Athletics
Johnson, Amy Carpenter; Halas, Joannie – Reclaiming Children and Youth, 2011
For the past six years in Winnipeg, Canada, young people from diverse Aboriginal backgrounds have been volunteering their time, energy, and talents to develop and deliver after-school physical activity, nutrition, and education programs for children in their school's neighbourhood. Known as "Rec and Read," the after-school activities are…
Descriptors: Mentors, Physical Activities, After School Programs, Young Adults
Thavikulwat, Precha – Simulation & Gaming, 2011
The author discusses the theoretical lens, origins, and environment of his work on computerized business simulations. Key ideas that inform his work include the two dimensions (control and interaction) of computerized simulation, the two ways of representing a natural process (phenotypical and genotypical) in a simulation, which he defines as a…
Descriptors: Business Administration Education, Journal Articles, Business Education, Computer Simulation
Takahashi, Satoru; Saito, Eisuke – Teaching in Higher Education, 2011
Even in recent times, students in Japanese universities have few opportunities to work in groups and interact with their peers. The purpose of this study was to examine interpersonal games and to investigate the significance of introducing a participatory style of teaching in the context of higher education in Japan. In particular, the study aimed…
Descriptors: Global Approach, Foreign Countries, Teaching Methods, Teaching Styles
Chiang, Yu-Tzu; Lin, Sunny S. J.; Cheng, Chao-Yang; Liu, Eric Zhi-Feng – Turkish Online Journal of Educational Technology - TOJET, 2011
The authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: flow,…
Descriptors: Foreign Countries, Comparative Analysis, Path Analysis, Affective Behavior
van der Spek, Erik D.; Wouters, Pieter; van Oostendorp, Herre – British Journal of Educational Technology, 2011
Serious games have a great potential for training and educating people in novel and engaging ways. However, little empirical research has been done on the effectiveness of serious games, and although early findings do point to a moderately positive direction, even less is known about why some games succeed in effectively educating while others do…
Descriptors: Design Requirements, Instructional Design, Crisis Management, Guidelines
Kenny, Robert F.; McDaniel, Rudy – British Journal of Educational Technology, 2011
Video games have become an essential part of the way people play and learn. While an increasing number of people are using games to learn in informal environments, their acceptance in the classroom as an instructional activity has been mixed. Successes in informal learning have caused supporters to falsely believe that implementing them into the…
Descriptors: Preservice Teachers, Informal Education, Technology Integration, Educational Technology
Nash, Padraig; Shaffer, David Williamson – Journal of Computer Assisted Learning, 2011
Players of epistemic games--computer games that simulate professional practica--have been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we…
Descriptors: Mentors, Network Analysis, Practicums, Problem Solving

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