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Eley, Jonquille – Online Submission, 2009
Sixth grade students come to MS 331 with strong mathematics backgrounds from elementary school. Nevertheless, students often come with a dearth of skills when performing basic math computations. The focus of this study is to investigate the use of the 24 Game in quickening the ability of sixth graders to perform basic computations. The game…
Descriptors: Grade 6, Arithmetic, Educational Games, Recall (Psychology)
Moffatt, Lyndsay; Anderson, Ann; Anderson, Jim; Shapiro, Jon – Investigations in Mathematics Learning, 2009
Using sociocultural learning theories and feminist post structural theories of gender, we explore how a diverse group of parents (n = 28) construct their preschool sons and daughters as capable/not capable of doing mathematics. Our study examines the interactions between parents and children while playing an age appropriate board game. Following…
Descriptors: Learning Theories, Daughters, Mathematics Instruction, Parenting Skills
Sullivan, Peter; Youdale, Rebecca; Jorgensen, Robyn – Australian Primary Mathematics Classroom, 2009
This article illustrates a teaching exploration at an Indigenous Community School in the Kimberley region of Western Australia that sought to use a specific way of thinking about particular content domain, subtraction, to develop focused, mathematically-rich learning experiences. First, the authors explain the importance of having clear…
Descriptors: Community Schools, Indigenous Populations, Foreign Countries, Mathematics Instruction
Burgess, Melissa L.; Caverly, David C. – Journal of Developmental Education, 2009
In our previous two columns, we discussed the potential for using blogs and wikis with developmental education (DE) students. Another Web 2.0 technology, virtual environments like "Second Life", provides a virtual world where residents create avatars (three-dimensional [3-D] self-representations) and navigate around an online environment (Caverly,…
Descriptors: Web Sites, Electronic Publishing, Distance Education, Virtual Classrooms
Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai – Simulation & Gaming, 2009
Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…
Descriptors: Artificial Intelligence, Games, Video Technology, Technological Advancement
Mayer, Igor S. – Simulation & Gaming, 2009
This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…
Descriptors: Policy Analysis, Public Policy, Simulation, Computer Simulation
Clark, Kevin; Brandt, Jami; Hopkins, Rhonda; Wilhelm, Jason – Educational Technology, 2009
Participatory design principles were used with primarily African-American and Latino children in the Washington, DC area in the development of sports-themed digital game prototypes in an after-school program. The three stages in participatory design are the discovery stage, the evaluative stage, and prototyping. Within the participatory design…
Descriptors: Educational Games, Mathematics, Student Participation, Design
Keener-Chavis, Paula; Goodwin, Mel – Science Activities: Classroom Projects and Curriculum Ideas, 2009
The implications of Earth's ocean being little explored may not be immediately evident to individuals who are not ocean literate. For this reason, initiatives to improve ocean literacy must articulate compelling reasons for ocean exploration. A lesson plan that addresses this issue has been developed as part of the education and outreach program…
Descriptors: Oceanography, Geometric Concepts, Hands on Science, Inquiry
Benson, Sandra S. – Journal of Legal Studies Education, 2009
Corporate trainers and business leaders recognize the importance of competition and the importance of motivating employees to connect with the company's mission. Instructors in many business disciplines have included games, simulations, and contests in their courses. The QuizBowl Quest is designed to apply established motivation and active…
Descriptors: Active Learning, Learning Strategies, Educational Games, Business
Ohannessian, Christine McCauley – Journal of Child and Family Studies, 2009
This study examined media use and psychological adjustment (as indicated by depression and anxiety symptomatology) in a sample of 328 14- to 16-year-old adolescents. Primary goals of the study were to explore whether media use differs by gender, whether media use is related to adolescent psychological problems, and whether media use moderates the…
Descriptors: Video Games, Parent Child Relationship, Alcoholism, Adolescents
Rivera, Miquela – Education Digest: Essential Readings Condensed for Quick Review, 2009
Play is a great equalizer. It is a universal, natural human pursuit. It need not--and should not--be based on or require expensive toys. Instead, children need an atmosphere in which exploration and play are valued and encouraged, a print-rich environment in which books--these can be borrowed from a library--encourage verbal skills; materials…
Descriptors: Creativity, Play, Correlation, Video Games
Alexander, Jonathan – College Composition and Communication, 2009
This article explores the literacy narratives of two "gamers" to demonstrate the kinds of literacy skills that many students actively involved in computer and video gaming are developing during their play. This analysis becomes part of a larger claim about the necessity of re-visioning the place of gaming in composition curricula.…
Descriptors: Writing (Composition), Writing Instruction, College Instruction, Video Games
Eow, Yee Leng; Wan Ali, Wan Zah bte; Mahmud, Rosnaini bt.; Baki, Roselan – Computers & Education, 2009
The main purpose of the study was to address the association between computer games and students' academic achievement. The exceptional growth in numbers of children playing computer games, the uneasiness and incomplete understanding foundation when starting the discussion on computer games have stimulated this study to be conducted. From a survey…
Descriptors: Academic Achievement, Secondary School Students, Video Games, Foreign Countries
Nippold, Marilyn A. – Journal of Speech, Language, and Hearing Research, 2009
Purpose: This study examined language productivity and syntactic complexity in school-age children in relation to their knowledge of the topic of discussion--the game of chess. Method: Children (N = 32; mean age = 10;11 [years;months]) who played chess volunteered to be interviewed by an adult examiner who had little or no experience playing…
Descriptors: Speech Communication, Form Classes (Languages), Children, Games
Kirschenbaum, Matthew – Chronicle of Higher Education, 2009
Most users have no more knowledge of what their computer or code is actually doing than most automobile owners have of their carburetor or catalytic converter. Nor is any such knowledge necessarily needed. But for academics, driven by an increasing emphasis on the materiality of new media--that is, the social, cultural, and economic factors…
Descriptors: Influence of Technology, Technology Uses in Education, Computer Science, Educational Research

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