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Onifade, Ademola; Keinde, Idou; Kehinde, Eunice – ICHPER-SD Journal of Research, 2009
The purpose of this paper was to examine the relationship between job satisfaction levels of sports officers and sports performance of secondary schools in Lagos State. Data were collected from 200 subjects across 10 Local Education Districts. Job Descriptive Index was used to determine job satisfaction while performance in the Principals' Soccer…
Descriptors: Secondary Schools, Job Satisfaction, Athletic Coaches, Performance
Charles, Marie-Therese; Bustard, David; Black, Michaela – Electronic Journal of e-Learning, 2009
Student engagement is crucial to the success of e-learning but is often difficult to achieve in practice. One significant factor is the quality of the learning content; also important, however, is the suitability of the process through which that material is studied. In recent years much research has been devoted to improving e-learning content…
Descriptors: Electronic Learning, Learner Engagement, Computers, Games
Walter, Marion – Mathematics Teaching, 2009
The author discusses how she made up some dice problems for a child's birthday. She presents some activities that can be used with younger and older children based on dice. (Contains 4 figures.)
Descriptors: Arithmetic, Mathematics Instruction, Learning Activities, Educational Games
Quiroga, M. A.; Herranz, M.; Gomez-Abad, M.; Kebir, M.; Ruiz, J.; Colom, Roberto – Computers & Education, 2009
Here we test if playing video-games require intelligence. Twenty-seven university undergraduate students were trained on three games from Big Brain Academy (Wii): Calculus, Backward Memory and Train. Participants did not have any previous experience with these games. General intelligence was measured by five ability tests before the training…
Descriptors: Undergraduate Students, Intelligence, Individual Differences, Memory
Kiesel, Andrea; Kunde, Wilfried; Pohl, Carsten; Berner, Michael P.; Hoffmann, Joachim – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2009
Expertise in a certain stimulus domain enhances perceptual capabilities. In the present article, the authors investigate whether expertise improves perceptual processing to an extent that allows complex visual stimuli to bias behavior unconsciously. Expert chess players judged whether a target chess configuration entailed a checking configuration.…
Descriptors: Visual Stimuli, Memory, Cognitive Processes, Behavior
Young, Martin; Stevens, Matthew – International Journal of Mental Health and Addiction, 2009
To explore the structure of gambling participation and its association with problem gambling, we draw upon Caillois's distinction between games based on competition (i.e. "agon") and those based on chance (i.e. "alea"). The idea that "alea" and "agon" are socially patterned and associated with differing…
Descriptors: Addictive Behavior, Games, Adults, Surveys
Johnson, Taylor E.; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2009
Past research has demonstrated a transformation of stimulus functions under similar conditions using gambling tasks and adults (e.g., Zlomke & Dixon, 2006), and the present study attempted to extend this research. Experimenters exposed 7 children (ages 7 to 10 years) to a simulated board game with concurrently available dice differing only by…
Descriptors: Cues, Addictive Behavior, Children, Discrimination Learning
Gachter, Simon; Konigstein, Manfred – Journal of Economic Education, 2009
The authors present a simple classroom experiment that can be used as a teaching device to introduce important concepts of organizational economics and incentive contracting. First, students take the role of a principal and design a contract that consists of a fixed payment and an incentive component. Second, students take the role of agents and…
Descriptors: Experiments, Economics Education, Undergraduate Study, Contracts
Pracana, Clara, Ed.; Wang, Michael, Ed. – Online Submission, 2021
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2021, organized by the World Institute for Advanced Research and Science (W.I.A.R.S.), that this year has been converted into a fully Virtual Conference as a result of the ongoing Coronavirus (COVID 19) pandemic.…
Descriptors: Educational Psychology, Clinical Psychology, Social Psychology, Cognitive Psychology
Okita, Sandra Y.; Jamalian, Azadeh – Journal of Mathematics Education at Teachers College, 2011
Developing curriculum and instruction for mathematics education and designing technologically enhanced learning environments are often pursued separately, but may need to be addressed together to effectively link the strengths of technology to performance in mathematics and conceptual understanding. This paper addresses current challenges with…
Descriptors: Mathematics Education, Elementary School Mathematics, Middle Schools, Secondary School Mathematics
Coller, B. D.; Shernoff, David J.; Strati, Anna – Advances in Engineering Education, 2011
The paper presents results of a multi-year quasi-experimental study of student engagement during which a video game was introduced into an undergraduate dynamic systems and control course. The video game, "EduTorcs", provided challenges in which students devised control algorithms that drive virtual cars and ride virtual bikes through a…
Descriptors: Engineering Education, Learner Engagement, Video Games, Quasiexperimental Design
Svarovsky, Gina Navoa – Journal of Pre-College Engineering Education Research, 2011
Recently, K-12 engineering education has received increased attention as a pathway to building stronger foundations in math and science and introducing young people to the profession. However, the National Academy of Engineering found that many K-12 engineering programs focus heavily on engineering design and science and math learning while…
Descriptors: Engineering Education, Elementary Secondary Education, Learning Activities, Females
Stewart, Alice C.; Williams, Jacqueline; Smith-Gratto, Karen; Black, Sylvia Sloan; Kane, Betty Turner – Decision Sciences Journal of Innovative Education, 2011
In this pilot research we examine the impact of two leadership development training programs on the ability of students to acquire knowledge, share knowledge, and apply knowledge for organizational decision making. One program emphasized concepts and case-based application based on a technical learning paradigm. The other program used a game-based…
Descriptors: Leadership Training, Program Effectiveness, Decision Making, Learning
Broodryk, Retief; van den Berg, Pieter Hendrick – Online Submission, 2011
The aims of this study were firstly to determine the players' perceptions of their respective coaches' coaching effectiveness and secondly, determine the difference between big and small schools of the players' perceptions of their respective coaches' coaching effectiveness. Four hundred and seventy six players from 22 schools were asked to fill…
Descriptors: Likert Scales, Measures (Individuals), Program Effectiveness, High Schools
Kastoudi, Denise – European Association for Computer-Assisted Language Learning (EUROCALL), 2011
The gaming and interactional nature of the virtual environment of Second Life offers opportunities for language learning beyond the traditional pedagogy. This study case examined the potential of 3D virtual quest games to enhance vocabulary acquisition through interaction, negotiation of meaning and noticing. Four adult students of English at…
Descriptors: Virtual Classrooms, Adult Students, Native Speakers, English (Second Language)

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