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Apperly, Ian A.; Carroll, Daniel J. – Developmental Science, 2009
In two experiments, 330 3- to 4-year-olds competed for stickers in a game in which the optimal response strategy was to point to an empty box that their opponent would receive in order to obtain a baited box for themselves. When the baited box contained stickers, children showed a strong tendency to point at the baited box and therefore lose the…
Descriptors: Photography, Food, Responses, Cognitive Processes
Klebanoff, Abbe – School Library Journal, 2009
Toys don't belong in the library. That's probably what some people still think. But the author's library outside Philadelphia was having such a hard time attracting boys who had outgrown storytime that he and his colleagues decided to try something new. So his school started a Lego club. Since their June 2008 kickoff, they've been amazed by how…
Descriptors: Recreational Activities, Play, Emergent Literacy, Library Services
Piirainen-Marsh, Arja; Tainio, Liisa – Scandinavian Journal of Educational Research, 2009
This paper addresses additional language learning as rooted in participation in the social activity of collaborative game-play. Building on a social-interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances…
Descriptors: Interaction, Suprasegmentals, Video Games, Second Language Learning
Fletcher, Michael – Australian Senior Mathematics Journal, 2009
In this article, the author describes the format of the Con Test, an Australian television game show which followed the same general rules and game play as the UK show PokerFace. At the end of each round a contestant needs to decide whether or not he or she should fold. A contestant needs to know how likely it is that he or she is in last place.…
Descriptors: Mathematics Instruction, Teaching Methods, Probability, Mathematical Concepts
Peters, G. David – General Music Today, 2009
Readers have experienced the acceleration in music technology developments in recent years. The ease with which students and teacher can access digital audio files, video clips of music performances, and online instructional resources is impressive. Creativity "environments" were developed in a game-like format for children to experiment with…
Descriptors: Creativity, Music Education, Music, Young Children
Thomas, Anna Christina; Sullivan, Gavin Brent; Allen, Felicity Catherine Louise – International Journal of Mental Health and Addiction, 2009
Although electronic gaming machine (EGM) gambling is established as a particularly risky form of gambling (Dowling, Smith and Thomas, "Addiction" 100:33-45, 2005), models of problem gambling continue to be generalist so factors and processes specific to EGM gambling can be overlooked. This study conducted semi-structured interviews with 13 EGM…
Descriptors: Addictive Behavior, Games, Interviews, Grounded Theory
Galuszka, Peter – Diverse: Issues in Higher Education, 2009
Malcolm Perdue faces a dilemma as challenging as the computer games he loves to play. The 19-year-old student at Atlanta Metropolitan College wants to learn how to become a game designer. Not only would doing so be a lot of fun, designers can make $80,000 a year early in their careers. But his school has limited options in the field. Nearby…
Descriptors: Video Games, Computers, Design, College Programs
Rollins, Karen F. – ProQuest LLC, 2012
The following study examined the difference in science vocabulary acquisition comparing computer-assisted learning and a traditional study review sheet. Fourth and fifth grade students from a suburban school in central Texas were randomly selected and randomly assigned to either experimental group or control group. Both groups were given a…
Descriptors: Vocabulary Development, Elementary School Students, Science Instruction, Computer Assisted Instruction
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Meira, A. – New Media Consortium, 2012
This report reflects a collaborative research effort to help inform Brazilian educational leaders about significant developments in technologies supporting teaching, learning, and creative inquiry in primary and secondary education. In an effort that ran from August through October 2012, a carefully selected group of 30 experts considered hundreds…
Descriptors: Foreign Countries, Elementary Secondary Education, Educational Technology, Technology Uses in Education
Sundqvist, Pia; Sylvén, Liss Kerstin – Research-publishing.net, 2012
This paper presents findings from a study investigating young Swedish learners' extramural (out-of-school) contact with English. In contemporary Sweden, the influx of English is great and research has shown that extramural contact with English correlates positively with students' proficiency in English (Olsson, 2011; Sundqvist, 2009; Sylvén,…
Descriptors: Foreign Countries, Computer Assisted Instruction, English (Second Language), Learning Activities
Kwah, Helen – Cultural Studies of Science Education, 2012
In their paper, Munoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games, Munoz and El-Hani take a more creative route and include games such as Fallout 3[R] precisely because they are popular and they reproduce ideological and…
Descriptors: Science Education, Ethics, Citizenship Education, Science Teachers
DiCamillo, Lorrei; Gradwell, Jill M. – RMLE Online: Research in Middle Level Education, 2012
In this year-long qualitative study we explore the case of two eighth grade U.S. History teachers who use simulations on a regular basis to teach heterogeneously-grouped students in a high-stakes testing environment. We describe the purposes the teachers espoused for implementing simulations and provide detailed portraits of three types of…
Descriptors: High Stakes Tests, Grade 8, Accountability, Simulation
Duncan, Ishbel; Miller, Alan; Jiang, Shangyi – British Journal of Educational Technology, 2012
Virtual worlds are an important tool in modern education practices as well as providing socialisation, entertainment and a laboratory for collaborative work. This paper focuses on the uses of virtual worlds for education and synthesises over 100 published academic papers, reports and educational websites from around the world. A taxonomy is then…
Descriptors: Foreign Countries, Educational Technology, Computer Simulation, Simulation
Chikovore, Jeremiah; Makusha, Tawanda; Muzvidziwa, Irene; Richter, Linda – Childhood Education, 2012
Children develop in several interlocking systems--in the context of their family, and within the interaction of such settings as home, school, and church (Russell, 2011). In South Africa, children's diverse backgrounds within families, neighborhoods, and sociocultural environments provide them with varied experiences and opportunities to learn.…
Descriptors: Educational Environment, Student Attitudes, Foreign Countries, Urban Areas
Mathis, Erin T.; Bierman, Karen L. – Society for Research on Educational Effectiveness, 2014
This study examines changes in parent support and child emergent literacy skills over time as children moved from Head Start into kindergarten. It compares the transactional parent-child influences in families randomly assigned in Head Start to receive an enriched home visiting program that emphasized parents as teachers relative to a control…
Descriptors: Parent Influence, School Readiness, Parents as Teachers, Early Intervention

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