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Kovalik, Ludovic M.; Kovalik, Doina L. – Simulation & Gaming, 2008
This article describes an educational card game the objective of which is to raise students' awareness of the need for clarity, structure, and organization in all everyday activities of humans. Although the game as such was played in freshman composition, therefore addressing the immediate needs of that particular class, the lesson learned through…
Descriptors: Freshman Composition, Games, College Freshmen, Teaching Methods
Xia, Xinrong – English Language Teaching, 2010
Based on the analysis of the questionnaire survey on learning motivation and learning needs of postgraduates and their demands and suggestions on English teaching, the paper makes a beneficial exploration on English course model for postgraduates in agricultural universities. Under the guidance of academic game theory, the "language skills+…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
Evans, Arthur William, III – ProQuest LLC, 2010
The push to further the use of technology in learning has broadened the attempts of many to find innovated ways to aid the new, technologically savvy generation of learners, in acquiring the knowledge needed for their education and training. A critical component to the success of these initiatives is the proper application of the "science of…
Descriptors: Video Games, Military Training, Goal Orientation, Program Effectiveness
D'Angelo Cynthia – ProQuest LLC, 2010
Vectors and vector addition are difficult concepts for many introductory physics students and traditional instruction does not usually sufficiently address these difficulties. Vectors play a major role in most topics in introductory physics and without a complete understanding of them many students are unable to make sense of the physics topics…
Descriptors: Video Games, Physics, Conventional Instruction, Science Education
Wan, Chin-Sheng; Chiou, Wen-Bin – Computers & Education, 2010
The negative impact of online gaming on adolescents has received much attention. The question of how to reduce their pathological use of online gaming is a critical issue. Based on the concept of external justification in dissonance theory, this experimental study aimed to examine whether severity of threat and justification of effort would impact…
Descriptors: Adolescents, Attitude Change, Behavior Theories, Addictive Behavior
Johnson, W. Lewis – International Journal of Artificial Intelligence in Education, 2010
The Tactical Language and Culture Training System (TLCTS) helps learners acquire basic communicative skills in foreign languages and cultures. Learners acquire communication skills through a combination of interactive lessons and serious games. Artificial intelligence plays multiple roles in this learning environment: to process the learner's…
Descriptors: Second Language Learning, Educational Games, Intelligent Tutoring Systems, Artificial Intelligence
Mangen, Anne – Contemporary Issues in Early Childhood, 2010
This article presents some theoretical-methodological reflections on the current state of the art of research on information and communication technology (ICT) in early childhood education. The implementation of ICT in preschool has triggered considerable research activity on the educational potential of digital technologies. Numerous projects and…
Descriptors: Early Childhood Education, Phenomenology, Computer Uses in Education, Educational Technology
Mortensen, Torill Elvira – E-Learning and Digital Media, 2010
Digital game-players devote a large amount of their time to discovering rules hidden in the code and discoverable through empirical study, experiments, and developing or rediscovering the mathematical formulae governing the code. They do this through their own independent play as they test areas, gear and abilities, through data mining using…
Descriptors: Learning Strategies, Play, Internet, Game Theory
Ceranoglu, Tolga Atilla – Academic Psychiatry, 2010
Objective: Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with…
Descriptors: Play, Video Games, Pain, Cognitive Restructuring
Lotan, Meir; Yalon-Chamovitz, Shira; Weiss, Patrice L. – Research in Developmental Disabilities: A Multidisciplinary Journal, 2010
Individuals with intellectual and developmental disabilities (IDD) are in need of effective and motivating physical fitness training programs. The aim was to test the effectiveness of a virtual reality (VR)-based exercise program in improving the physical fitness of adults with severe IDD when implemented by on-site caregivers. A research group (N…
Descriptors: Metabolism, Exercise, Computer Uses in Education, Video Games
Sherrell, Linda; Krishna, Bhagavathy; Velaga, Natasha; Vejandla, Pavan; Satharla, Mahesh – Journal of Computers in Mathematics and Science Teaching, 2010
Agile methodologies have become increasingly popular among software developers as evidenced by industrial participation at related conferences. The popularity of agile practices over traditional techniques partly stems from the fact that these practices provide for more customer involvement and better accommodate rapidly changing requirements,…
Descriptors: Computer Software, Methods, Independent Study, Graduate Students
Ruiz-Olivares, Rosario; Pino, M. Jose; Herruzo, Javier – Psychology in the Schools, 2010
Disruptive behavior can waste a great deal of teaching time in the classroom, leading to feelings of frustration in teachers and an increase in academic failure among pupils. Prior research indicates that intervening in these kinds of behaviors improves the classroom atmosphere and facilitates the learning process. With this in mind, the aims of…
Descriptors: Behavior Problems, Intervention, Foreign Countries, Teaching Methods
Kato, Fumitoshi – Simulation & Gaming, 2010
Over the past few years, the notion of "facilitation" has been increasingly gaining attention and acceptance in Japan, especially in the context of education and training. Today, Japanese educators think and talk about facilitation, even if it is not yet clear what facilitation is. Interestingly enough, the term "facilitation"…
Descriptors: Interpersonal Communication, Foreign Countries, Japanese, Training
Bickford, Rebekah S. – Communique, 2010
This fall, the U.S. Supreme Court will hear arguments in a case that promises to affect the lives of many children. Up for debate is whether a law aimed at curbing children's access to violent video games violates their constitutional right to free speech. Signed 5 years ago by Governor Schwarzenegger, the California statute, which has yet to take…
Descriptors: Racquet Sports, Sexual Abuse, Video Games, Computer Simulation
Spencer-Cavaliere, Nancy; Watkinson, E. Jane – Adapted Physical Activity Quarterly, 2010
This study explored the perspectives of children with disabilities regarding the concept of inclusion in physical activity. Participants were children (two girls, nine boys, M[subscript age] = 10 years, five months, age range: 8-12 years) with disabilities, including cerebral palsy, fine and gross motor delays, developmental coordination disorder,…
Descriptors: Physical Education, Play, Physical Activities, Leisure Time

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