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Lin, Grace Hui Chin; Tsai, Tony Kung Wan; Chien, Paul Shih Chieh – Online Submission, 2011
Numerous scholars have recommended computer games can function as influential motivation stimulants of English learning, showing benefits as learning tools (Clarke and Dede, 2007; Dede, 2009; Klopfer and Squire, 2009; Liu and Chu, 2010; Mitchell, Dede & Dunleavy, 2009). This study aimed to further test and verify the above suggestion,…
Descriptors: Second Language Learning, Games, Student Motivation, Stimuli
Yolageldili, Gulin; Arikan, Arda – Online Submission, 2011
The primary aim of this study was to explore the effectiveness of using games in teaching grammar to young learners from the view points of Turkish EFL teachers working in primary schools. English language teacher' (n = 15) opinions were collected through a questionnaire and the results of this study demonstrated that Turkish EFL teachers have a…
Descriptors: Instructional Effectiveness, English (Second Language), Second Language Learning, Games
Makarushka, Marta Maria – ProQuest LLC, 2011
Depression during adolescence is highly prevalent with as many as 20% experiencing a major depressive episode by the age of 18. Adolescent depression causes significant impairment across life areas including school functioning, such as poor academic performance and decreased academic achievement. Despite the existence of many evidence-based…
Descriptors: Prevention, Evidence, Self Efficacy, Adolescents
Barrett, David C.; Fish, Wade W. – International Journal of Special Education, 2011
This causal-comparative study evaluated a 30-week chess instructional program implemented within special education math classes for students in the sixth, seventh, and eighth grades in a suburban middle school located in the southwestern United States. An analysis of covariance (ANCOVA) was utilized to compare the adjusted means for the comparison…
Descriptors: Grades (Scholastic), Mathematics Achievement, Program Effectiveness, Statistical Analysis
Sanchez, Jaime; Olivares, Ruby – Computers & Education, 2011
This paper presents the results obtained with the implementation of a series of learning activities based on Mobile Serious Games (MSGs) for the development of problem solving and collaborative skills in Chilean 8th grade students. Three MSGs were developed and played by teams of four students in order to solve problems collaboratively. A…
Descriptors: Foreign Countries, Experimental Groups, Control Groups, Learning Activities
Kay, Robin H.; Lauricella, Sharon – Journal of Information Technology Education, 2011
A majority of today's higher education students have been nurtured on a steady diet of technology and Internet access, leading to the increased presence of laptops in higher education classrooms. However, many instructors are unsure whether or how to assimilate this technology into their lessons. The purpose of the following study was to examine…
Descriptors: Higher Education, Laptop Computers, Classroom Environment, Internet
Kernan, William; Bogart, Jane; Wheat, Mary E. – Health Education, 2011
Purpose: The purpose of this paper is to report the perceived impact of various health concerns on the academic performance of health sciences graduate students. Design/methodology/approach: The American College Health Association's National College Health Assessment (ACHA-NCHA), a 58-item anonymous survey, was distributed to all graduate health…
Descriptors: Graduate Students, Academic Achievement, Depression (Psychology), Student Attitudes
Toscano, Aaron Antonio – Current Issues in Education, 2011
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; Selfe & Hawisher 2004, 2007): This discussion argues that video games are another simulacra for postmodern cultural critique. Video games do cultural work by allowing gamers to play out socially constructed hopes and fears. As cultural products mediated…
Descriptors: Video Games, Young Adults, Case Studies, Computer Literacy
Everhart, Julie M.; Alber-Morgan, Sheila R.; Park, Ju Hee – Education and Training in Autism and Developmental Disabilities, 2011
This study investigated the effects of computer-based practice on the acquisition and maintenance of basic academic skills for two children with moderate to intensive disabilities. The special education teacher created individualized computer games that enabled the participants to independently practice academic skills that corresponded with their…
Descriptors: Children, Basic Skills, Maintenance, Disabilities
Lin, Hao-Chiang Koong; Hsieh, Min-Chai; Wang, Cheng-Hung; Sie, Zong-Yuan; Chang, Shei-Hsi – Turkish Online Journal of Educational Technology - TOJET, 2011
In this study, we develop an interactive AR Learning System based on Augmented Reality and interactive touch-screen. The learning content knowledge is about conservation of fish in Taiwan. The system combines the game by the concept of AR book which allows children to learn about the importance of conservation of fish. A mechanism is designed to…
Descriptors: Animals, Conservation (Concept), Foreign Countries, Usability
Ketsitlile, Lone Elizabeth – Diaspora, Indigenous, and Minority Education, 2011
The study investigated how San students of Botswana, in a junior community secondary school, understood literacy in school and at home. A qualitative, narrative case study approach was used to gain a deeper understanding of what students value and understand by literacy from co-participants' and informants' perspectives. Findings across…
Descriptors: Foreign Countries, Junior High Schools, Ethnic Groups, Literacy
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell – Active Learning in Higher Education, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Descriptors: College Students, Student Experience, Teaching Methods, Video Games
Harrington, M. C. R. – IEEE Transactions on Learning Technologies, 2011
Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…
Descriptors: Computer Uses in Education, Environmental Education, Elementary School Students, Computer Simulation
Demski, Jennifer – T.H.E. Journal, 2009
For a growing group of educators, the online role-playing game World of Warcraft, Blizzard Entertainment's massively popular massively multiplayer online role-playing game (MMORPG), is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way. The online role-playing game World of…
Descriptors: Video Games, Role Playing, Fantasy, Computer Mediated Communication
Jolley, Kristie – English Journal, 2008
Junior high school teacher Kristie Jolley believes students become more willing and motivated to practice reading strategies when they are "comfortable within their realm of literacy." Background knowledge of video games helps students succeed in understanding and enjoying game-based texts, which she incorporates into her classroom library as…
Descriptors: Video Games, Reading Strategies, Reading Motivation, Junior High School Students

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