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Maheady, Larry; Gard, Jaime – Intervention in School and Clinic, 2010
Contemporary teachers need instructional practices that are (a) powerful enough to meet the needs of a rapidly diversifying student population, (b) feasible to implement on a classwide basis, and (c) socially acceptable to them and their pupils. Classwide peer tutoring (CWPT) is one such instructional practice. In addition to describing CWPT, its…
Descriptors: Curriculum Based Assessment, Personal Narratives, Peer Teaching, Educational Researchers
Bentley, Michael L. – Science Education Review, 2010
This article is based on the work of Louv (2005, 2008) and Lowell (2008) and their ideas are explored with regard to barriers to, as well as opportunities for, effective environmental education. State curriculum standards in the U.S. include substantial environmental education (EE) content. Despite this, overall education policy stymies educators'…
Descriptors: Environmental Education, National Standards, Community Schools, Outdoor Education
Bauer, Craig – PRIMUS, 2010
A detailed description is provided of a 200-level 3-credit course introducing ways in which mathematics may be explored with the use of a computer. This may serve as a template for such courses or be taken piecemeal for use in other classes. The original course was aimed at mathematics and mathematics education majors. (Contains 2 tables, 21…
Descriptors: Mathematics Education, Computer Uses in Education, Educational Technology, Teacher Education
Kangas, Marjaana – Thinking Skills and Creativity, 2010
This paper reports on a pilot study in which children aged 7-12 (N = 68) had an opportunity to study in a novel formal and informal learning setting. The learning activities were extended from the classroom to the playful learning environment (PLE), an innovative playground enriched by technological tools. Curriculum-based learning was intertwined…
Descriptors: Imagination, Informal Education, Cooperative Learning, Educational Environment
Hoffman, Bobby; Nadelson, Louis – Educational Technology Research and Development, 2010
A mixed methods design was used to identify factors associated with motivational engagement in video gaming. Self-report instruments were administered to 189 video game players to assess goal orientations, affect, need for cognition, and perceptions of engagement and flow. Simultaneously, a sub-set of 25 participants were interviewed and results…
Descriptors: Video Games, Motivation, Goal Orientation, Use Studies
Hamlen, Karla R. – Journal of Educational Computing Research, 2010
Research has shown that, among children, boys tend to play video games more than girls do. There are several theories addressing this phenomenon, including that stereotypes and lack of opportunity leave girls feeling inadequate with certain types of technology. No research has yet examined the interactive relationships between time spent playing…
Descriptors: Play, Video Games, Gender Differences, Success
Bean, Thomas E.; Sinatra, Gale M.; Schrader, P. G. – Journal of Science Education and Technology, 2010
The use of computer simulations as educational tools may afford the means to develop understanding of evolution as a natural, emergent, and decentralized process. However, special consideration of developmental constraints on learning may be necessary when using these technologies. Specifically, the essentialist (biological forms possess an…
Descriptors: Misconceptions, Models, Evolution, Bias
Yang, Hui-Chun; Zapata-Rivera, Diego – Computer Assisted Language Learning, 2010
This article describes the development and evaluation of a computer-assisted language learning approach which integrates a finite state dialogue engine with an animated pedagogical agent. The design of the request game is theoretically motivated by interlanguage pragmatics and Long's Interaction Hypothesis. The tutoring system creates a venue in…
Descriptors: Feedback (Response), Interlanguage, Computer Assisted Instruction, Second Language Learning
McAndrew, Patrick; Scanlon, Eileen; Clow, Doug – EDUCAUSE Quarterly, 2010
Education, and in particular higher education, has seen rapid change as learning institutions have had to adapt to the opportunities provided by the Internet to move more of their teaching online and to become more flexible in how they operate. It might be tempting to think that such a period of change would lead to a time of consolidation and…
Descriptors: Higher Education, Internet, Educational Change, Access to Education
Renshaw, Ian; Chow, Jia Yi; Davids, Keith; Hammond, John – Physical Education and Sport Pedagogy, 2010
Background: In order to design appropriate environments for performance and learning of movement skills, physical educators need a sound theoretical model of the learner and of processes of learning. In physical education, this type of modelling informs the organisation of learning environments and effective and efficient use of practice time. An…
Descriptors: Learning Theories, Physical Education, Play, Physical Education Teachers
Mackey, Margaret – E-Learning, 2007
The idea of "slippery texts" provides a useful descriptor for materials that mutate and evolve across different media. Eight adult gamers, encountering the slippery text "American McGee's Alice," demonstrate a variety of ways in which players attempt to manage their attention as they encounter a new text with many resonances. The range of their…
Descriptors: Literacy, Educational Games, Video Games, Computer Uses in Education
Peer reviewedShubik, Martin – Simulation and Games, 1989
Discusses the history and development of gaming and suggests possible future developments. Highlights include models, simulations, and games; the use of games in the military, in social sciences, in business, and in education; the impact of computers on gaming; and the relationship among gaming, game theory, and social psychology. (LRW)
Descriptors: Computer Games, Educational Games, Futures (of Society), Game Theory
Peer reviewedCorbeil, Pierre – Simulation & Gaming, 1999
Suggests that adult games and children's games are not different entities but constitute a continuous spectrum, whether they are considered as play or learning. Illustrates how this continuity works with examples of real gaming activity observed during 30 years of teaching and experimentation. Concludes with practical considerations on the use of…
Descriptors: Adults, Childrens Games, Computer Games, Educational Games
American Journal of Play, 2009
Stuart L. Brown is founder of the National Institute for Play, a California-based, not-for-profit organization dedicated to the notion that play can help transform the lives of individuals, families, schools, and organizations. Trained in general and internal medicine, psychiatry, and clinical research, Brown was a physician in the United States…
Descriptors: Play, Brain, Child Development, Interviews
Yu, Tao Wang – International Education Studies, 2009
A much more attractive way to use the internet was discovered. Users are represented by avatars in the fantasy persistent 3D world, and the avatars apparently come to occupy a special place in the hearts of their creators (Castronova, 2001). At present, millions of people worldwide have accounts to some kind of virtual environments. Virtual world…
Descriptors: Internet, Educational Technology, Computer Games, Technology Uses in Education

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