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Card, Josefina J.; Kuhn, Tamara; Solomon, Julie; Benner, Tabitha A.; Wingood, Gina M.; DiClemente, Ralph J. – AIDS Education and Prevention, 2011
We describe development of SAHARA (SiSTAS Accessing HIV/AIDS Resources At-a-click), an innovative HIV prevention program that uses a computer to deliver an updated version of SiSTA, a widely used, effective group-level HIV prevention intervention for African American women ages 18-29. Fidelity to SiSTA's core components was achieved using: (1)…
Descriptors: Video Technology, Acquired Immunodeficiency Syndrome (AIDS), Intervention, Prevention
Gross, Michael K.; Buchanan, Alice M. – Strategies: A Journal for Physical and Sport Educators, 2011
Global education units are great motivators for activity in elementary physical education because they can bring freshness and excitement to a physical education program. Additionally, children are provided with the opportunity to learn just how much physical education interacts with the other academic subjects that they study. This article…
Descriptors: Physical Education, Global Education, National Standards, Learning Experience
Carr, David; Bossomaier, Terry – Australasian Journal of Educational Technology, 2011
The "Theory of Special Relativity" is widely regarded as a difficult topic for learners in physics to grasp, as it reformulates fundamental conceptions of space, time and motion, and predominantly deals with situations outside of everyday experience. In this paper, we describe embedding the physics of relativity into a computer game, and…
Descriptors: Mechanics (Physics), Science Instruction, Computer Uses in Education, Video Games
Whitton, Nicola – Simulation & Gaming, 2011
One of the benefits of computer game-based learning is the ability of certain types of game to engage and motivate learners. However, theories of learning and engagement, particularly in the sphere of higher education, typically fail to consider gaming engagement theory. In this article, the author examines the principles of engagement from games…
Descriptors: Foreign Countries, Computers, Games, Computer Assisted Instruction
Harteveld, Casper; ten Thij, Eleonore; Copier, Marinka – Simulation & Gaming, 2011
One of the goals of game designers is to design for an engaging experience and for social interaction. The question is how. We know that games can be engaging and allow for social interaction, but how do we achieve this or even improve on it? This article provides an overview of several scientific approaches that deal with this question. It…
Descriptors: Interpersonal Relationship, Interaction, Social Environment, Educational Research
Savino, Jennifer Ann – Journal of Adolescent & Adult Literacy, 2011
Shakespeare, who worked actively with words through punning, playing, and inventing, serves as the model for students to experience a deepening knowledge of vocabulary and love of words. Through instructional activities aimed at increasing word play, word exposure, and word consciousness, students gain the verbal capacity needed to understand…
Descriptors: English Literature, Vocabulary Development, Vocabulary Skills, Reading Comprehension
Roberts, Simon John – Physical Education and Sport Pedagogy, 2011
Background: Recent changes in the structure and delivery of formalised coach education courses such as the United Kingdom Coaching Framework (UKCF) and the United Kingdom Coaching Certificate (UKCC) has manifested in an increased importance on sports coaches adopting holistic and player-centred coaching pedagogy. For one National Governing Body of…
Descriptors: Constructivism (Learning), Intervention, Interviews, Foreign Countries
Badia, Ingrid C. – Learning Languages, 2011
The Foreign Language in the Elementary Schools (FLES) program in Fairfax County Public Schools (FCPS) provides an opportunity for all students in an elementary school to learn a world language at an early age with a focus on developing students' communicative competence. Technology plays a major role in helping students develop communicative…
Descriptors: FLES, Public Schools, Elementary School Students, Second Language Learning
Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
Vazirabad, Aylar Fallah – International Education Studies, 2013
This study focused on five particular Communication Strategies (CSs) namely: Paraphrase, approximation, hesitation, reduction, borrowed words and invented, or anglicised. The aim was to investigate the link between the use of approvable and positive CS-types and the impact of ESL students' beliefs about CSs in a game-activity. It aims to promote…
Descriptors: English (Second Language), Educational Games, Language Fluency, Second Language Instruction
Mifsud, Charles L.; Vella, Rosalind; Camilleri, Liberato – Research in Education, 2013
The first part of this study shows that there is increased support for using video games in the classroom from different stakeholders, namely students, teachers and parents. The potential role that video games can play in the classroom learning process needs to be more well defined. There is a dire need for research work under experimental…
Descriptors: Teaching Methods, Video Games, Literacy Education, Experimental Groups
Ng'ambi, Dick – British Journal of Educational Technology, 2013
Although there is an increasing use of emerging technologies (ETs) in higher education internationally and in South Africa in particular, there is little evidence that their use is transforming teaching and learning practice. Anecdotal evidence shows that there is a dichotomy between the technologies supported and used in higher education…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Technological Advancement
Rowlett, Joel Everett – ProQuest LLC, 2013
This case study examined the beliefs of African American males on the psychosocial and pedagogical factors contributing to the underrepresentation of African American males in advanced high school math courses. Six 11th grade African American male juniors from a large, comprehensive, Southeastern high school served as individual cases. Within- and…
Descriptors: Psychological Patterns, African American Students, Males, Disproportionate Representation
Davies, Dan; Jindal-Snape, Divya; Collier, Chris; Digby, Rebecca; Hay, Penny; Howe, Alan – Thinking Skills and Creativity, 2013
This paper reports on a systematic review of 210 pieces of educational research, policy and professional literature relating to creative environments for learning in schools, commissioned by Learning and Teaching Scotland (LTS). Despite the volume of academic literature in this field, the team of six reviewers found comparatively few empirical…
Descriptors: Personal Autonomy, Teaching Methods, Foreign Countries, Educational Research
Round, David K. – Journal of Economic Education, 2007
The Monty Hall three-door, "Let's Make a Deal" game, named after the 1970s television show, is used widely in economics, econometrics, statistics, and game-theory-based teaching, as well as in many other disciplines. Its solutions and underlying assumptions arouse great passion and argument, in both the academic and popular press. Most economists…
Descriptors: Economics Education, Probability, Games, Game Theory

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