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Ramani, Geetha B.; Siegler, Robert S.; Hitti, Aline – Journal of Educational Psychology, 2012
We examined whether a theoretically based number board game could be translated into a practical classroom activity that improves Head Start children's numerical knowledge. Playing the number board game as a small group learning activity promoted low-income children's number line estimation, magnitude comparison, numeral identification, and…
Descriptors: Number Concepts, Feedback (Response), Disadvantaged Youth, Class Activities
Parsons, Julie; Ridley, Kimberly – Independent School, 2012
Affinity groups are places where students build connections and process "ouch" moments from their classes. Children talk about the isolation they sometimes feel. The relationships students gain through race-based affinity groups enable them to feel less alone with their emotions and help them build a stronger sense of self. At the same…
Descriptors: Elementary School Students, Racial Identification, African American Students, Minority Group Students
Sylven, Liss Kerstin; Sundqvist, Pia – ReCALL, 2012
Today, playing digital games is an important part of many young people's everyday lives. Claims have been made that certain games, in particular massively multiplayer online role-playing games (MMORPGs) provide L2 English learners with a linguistically rich and cognitively challenging virtual environment that may be conducive to L2 learning, as…
Descriptors: Academic Achievement, Virtual Classrooms, Evidence, Achievement Tests
Patterson, Lynn M. – ProQuest LLC, 2010
Through an examination of the underserved urban population, this paper takes a look at how the use of games and simulations may provide a means of closing a gap in education which has lingered for several decades. Discussion on how this engagement might look as both a class learning algebra through game programming and gameplay is reviewed. As…
Descriptors: Algebra, Urban Population, Games, Computer Simulation
Carreiro, Joshua L.; Kapitulik, Brian P. – American Sociologist, 2010
According to a 2002 study by the U.S. Department of Education, the percentage of "traditional students" on college campuses is declining. Students increasingly are delaying enrollment, attending college part time, working full time, financially independent, and single parents. In this paper, we explore the extent to which sociologists are adapting…
Descriptors: Nontraditional Students, Campuses, Middle Class, Labor Market
Pelletier, Caroline; Burn, Andrew; Buckingham, David – E-Learning and Digital Media, 2010
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible as a game text: how it claims to be literate in the context of an after-school game-making club.…
Descriptors: Creativity, Journalism Education, Popular Culture, Media Literacy
Kablan, Zeynel – Educational Sciences: Theory and Practice, 2010
The aim of this study is to define whether using exercise-based games increase the performance of learning. For this reason, two basic questions were tried to be answered in the study. First, is there any difference in learning between the group that was given exercise-based games and the group that was not? Second, is there any difference in…
Descriptors: Education Majors, Learning Processes, Instructional Effectiveness, Teaching Methods
Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling – Educational Technology & Society, 2010
This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…
Descriptors: Experimental Groups, Control Groups, Quasiexperimental Design, Educational Games
Salata, Tina L.; Ostergren, David M. – Applied Environmental Education and Communication, 2010
The Junior Forester Academy (JFA) is a summer forestry camp that provides environmental education (EE) in the context of an outdoor education program. The JFA was established in 2004 and is located at Northern Arizona University's Centennial Forest site. The JFA's goal is to increase a campers' understanding of forest ecology and forestry skills…
Descriptors: Outdoor Education, Environmental Education, Formative Evaluation, National Standards
Harvey, Stephen; Cushion, Christopher J.; Wegis, Heidi M.; Massa-Gonzalez, Ada N. – Physical Education and Sport Pedagogy, 2010
Background: Previous research examining the effectiveness of the Teaching Games for Understanding (TGfU) approach has been equivocal. This has been hampered by a dependence on a comparative (i.e., "which method is best?") theoretical framework. An alternative "practice-referenced" framework has the potential to examine the effectiveness of TGfU…
Descriptors: Team Sports, Intervention, Games, Performance Based Assessment
Dittmer, Jason – International Research in Geographical and Environmental Education, 2010
This paper addresses the potential for increased deployment of immersive virtual worlds in higher geographic education. An account of current practice regarding popular culture in the geography classroom is offered, focusing on the objectification of popular culture rather than its constitutive role vis-a-vis place. Current e-learning practice is…
Descriptors: Teaching Methods, Electronic Learning, Geography Instruction, Constructivism (Learning)
Greenberg, Bradley S.; Sherry, John; Lachlan, Kenneth; Lucas, Kristen; Holmstrom, Amanda – Simulation & Gaming, 2010
Questionnaires were completed by 5th-, 8th-, and 11th-grade public schools students in rural and suburban school districts and by undergraduates at two universities in the United States (n = 1,242). They were asked about their orientation to video games--the amount of time they played, their motives for doing so, and the game types they…
Descriptors: Suburban Schools, Video Games, Fantasy, Questionnaires
Martinez, Ron; Schmitt, Norbert – Language Learning & Technology, 2010
While formal research into the effect various technologies have on vocabulary acquisition is still in its infancy, it is clear that--intentionally or incidentally--students have used various electronic media to learn new words for some time now. Moreover, although it is still far from clear exactly how one acquires vocabulary in a second language…
Descriptors: Vocabulary Development, Linguistic Input, Teaching Methods, Second Language Learning
deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko – Language Learning & Technology, 2010
Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…
Descriptors: Music, Video Games, Second Languages, Vocabulary Development
Lovelace, Kathi J.; Yunhyung Chung, – Journal of Management Education, 2010
Opportunities for expatriate assignments are increasing and many students are interested in gaining international work experience. However, females are underrepresented in this expatriate applicant pool. This is because organizational members often perceive that female expatriates would be less successful than male counterparts and thereby females…
Descriptors: Overseas Employment, International Organizations, International Trade, Disproportionate Representation

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