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Mears, Derrick; Hansen, Lisa – Strategies: A Journal for Physical and Sport Educators, 2009
An emerging trend in physical education curriculum has been sparked by the influx of a relatively new technology to the market referred to as Active Gaming or Exergaming. Exergaming has become a new buzzword identified by Popular Science as one of the ten new terms predicted to enter mainstream vocabulary in the next few years. Defined as video…
Descriptors: Physical Education, Physical Activities, Interaction, Computer Software
Predicting Children's Media Use in the USA: Differences in Cross-Sectional and Longitudinal Analysis
Lee, Sook-Jung; Bartolic, Silvia; Vandewater, Elizabeth A. – British Journal of Developmental Psychology, 2009
The purpose of this paper is to examine the predictors of children's media use in the USA, comparing cross-sectional and longitudinal analyses. Data come from Waves 1 and 2 of the Child Development Supplement (CDS-I; CDS-II), a nationally representative sample of American children aged 0-12 in 1997 and 5-18 in 2002. Twenty-four hour time use…
Descriptors: Television Viewing, Reading Habits, Video Games, Diaries
Aarsand, Pal Andre; Aronsson, Karin – Childhood: A Global Journal of Child Research, 2009
This article examines territorial negotiations concerning gaming, drawing on video recordings of gaming practices in middle-class families. It explores how private vs public gaming space was co-construed by children and parents in front of the screen as well as through conversations about games. Game equipment was generally located in public…
Descriptors: Children, Adolescents, Time Management, Computers
Cheng, Gary – Australasian Journal of Educational Technology, 2009
With the growing importance of interactive multimedia in our society, it is increasingly essential to equip students with knowledge of and skills in multimedia production. However, as the traditional lecture based instruction on this emerging subject area is not effective for students in achieving the expected learning outcomes, a seven stage game…
Descriptors: Learning Motivation, Instructional Design, Multimedia Instruction, Computer Assisted Instruction
Romer, Daniel; Betancourt, Laura; Giannetta, Joan M.; Brodsky, Nancy L.; Farah, Martha; Hurt, Hallam – Neuropsychologia, 2009
Initiation of drug use and other risky behavior in preadolescence is associated with poor developmental outcomes. In this research, we examine models that ascribe the trajectory to (a) weak executive cognitive function (ECF), (b) early manifestation of externalizing problems, or (c) heightened levels of trait impulsivity. We test the explanatory…
Descriptors: Conceptual Tempo, Early Intervention, Drug Use, Preadolescents
Dudley, Dean; Baxter, David – Asia-Pacific Journal of Teacher Education, 2009
This paper reports the findings of an exploratory study concerning the development of higher-order conceptual understanding of Teaching Games for Understanding (TGfU) among physical education pre-service teachers. The development of such understandings has been seen as problematic among pre-service teachers (Randall, 2003). An analysis of the…
Descriptors: Physical Education, Physical Education Teachers, Student Evaluation, Preservice Teachers
Akkerman, Sanne; Admiraal, Wilfried; Huizenga, Jantina – Computers & Education, 2009
A mobile and multimedia game designed for History education was analyzed in terms of how it is designed and how it was applied as a narrative learning environment. In History education, narrative can be argued to be very useful to overcome fragmentation of the knowledge of historical characters and events, by relating these with meaningful…
Descriptors: Learner Engagement, Teaching Methods, Instructional Effectiveness, Story Telling
Ash, Katie – Education Week, 2009
To build on classroom experiments and lectures, Daniel Sweeney has his 9th grade earth science students act out scientific concepts on a 15-by-15-foot mat on the floor of the room. Object-tracking cameras mounted on scaffolding around the space collect data based on the students' movements while immersing them in the experience through a video…
Descriptors: Academic Achievement, Earth Science, Scientific Concepts, Grade 9
Williams, Douglas; Ma, Yuxin; Feist, Steven; Richard, Charles E.; Prejean, Louise – British Journal of Educational Technology, 2007
Game-based virtual learning environments have the potential to provide opportunities for engagement in authentic contexts while completing authentic tasks such as problem solving. However, research in problem-based learning indicates that scaffolding should be provided for learners to benefit from such learning environments. This paper describes…
Descriptors: Virtual Classrooms, Educational Games, Scaffolding (Teaching Technique), Coding
Moulthrop, Stuart – Learning Inquiry, 2007
This article looks at some of the rhetoric surrounding video games and other forms of interactive software as additions or alternatives to school curricula. It focuses particularly on the need to articulate ways to "read" videogames in order to achieve significant cultural impact. Noting that reading, even as metaphor, tends to invoke…
Descriptors: Video Games, Figurative Language, Computer Software, Reading
Lee, Joey J.; Hoadley, Christopher M. – Innovate: Journal of Online Education, 2007
In this article, Joey J. Lee and Christopher M. Hoadley argue that not enough attention has been given to video games' role in identity development and exploration, important corequisites for learning. This oversight has resulted in the failure of many attempts at edutainment, in spite of the acknowledged potential of video games to engage…
Descriptors: Empowerment, Video Games, Experiential Learning, Exhibits
Bell, Lee; Jones, David; King, Julia; Nicholson, Claire; Pinks, Andrew – Mathematics Teaching Incorporating Micromath, 2007
As final year BA and Qulified Teacher Status students, the authors thought they had already realised the power of using an interactive whiteboard (IWB). The use of information and communications technology is something they have to consider in the planning in every one of their lessons, including PE. However, the challenge of planning a maths…
Descriptors: Educational Technology, Mathematics Instruction, Games, Student Interests
Donnelly, Laura – Teacher Magazine, 2007
When teaching science to kids, a visual approach is good. Humor is also good. And blowing things up is really, really good. At least that is what educators at the Exploratorium in San Francisco have found in the nine years since the museum began producing a live, off-the-cuff competition called Iron Science Teacher. Modeled after the Japanese cult…
Descriptors: Competition, Science Teachers, Museums, Science Instruction
Chronicle of Higher Education, 2007
This article presents a panel discussion at an interactive session at The Chronicle's Technology Forum which sought to explore how new generation of students change the image of campus culture. Richard T. Sweeney, university librarian at the New Jersey Institute of Technology (and the father of two Millennials as well as four other children),…
Descriptors: Internet, Video Games, Campuses, Information Technology
Peer reviewedMilson, James L. – Science and Children, 1986
Describes directions for constructing "racing" cars out of simple materials like spools and coffee cans. Discusses procedures for students to build cars, then to test and race them. Stresses that the activity allows for self-discovery of problem solving techniques and opportunities to discuss the scientific concepts related to the activity. (TW)
Descriptors: Childrens Games, Educational Games, Elementary Education, Elementary School Science

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