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Carbonaro, M.; Cutumisu, M.; Duff, H.; Gillis, S.; Onuczko, C.; Siegel, J.; Schaeffer, J.; Schumacher, A.; Szafron, D.; Waugh, K. – Computers & Education, 2008
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently,…
Descriptors: Creative Activities, Computers, Programming, Gender Differences
Kern, Jack; Calleja, Paul – Journal of Physical Education, Recreation & Dance (JOPERD), 2008
Over the course of nine years as a supervisor of intern teachers, the first author collected observations of game play during lessons taught by intern teachers or their mentors. In general, the observations indicated that the majority of students got limited practice opportunities during game play. A close look at the data revealed an interesting…
Descriptors: Physical Education, Play, Games, Student Teachers
Ke, Fengfeng – Computers & Education, 2008
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders' cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math…
Descriptors: Case Studies, Computers, Educational Games, Mathematics Instruction
Satwicz, Tom; Stevens, Reed – International Journal of Computers for Mathematical Learning, 2008
This paper describes the use of quantities in video games by young people as part of a broader effort to understand thinking and learning across naturally occurring contexts of activity. Our approach to investigating the use of quantities in game play is ethnographic; we have followed eight children over a six-month period as they play their own…
Descriptors: Play, Video Games, Children, Interviews
Groff, Jennifer; Haas, Jason – Learning & Leading with Technology, 2008
When it comes to technologies like digital games, simulations, and social networking, teachers and students may find themselves at cross purposes. Often, students find that these technologies, so prevalent in their lives outside of school, are unwelcome in their classrooms. Many teachers can tell stories about the disruptive influence of video…
Descriptors: Video Games, Social Networks, Internet, Computer Uses in Education
Scholz, Markus; Niesch, Harald; Steffen, Olaf; Ernst, Baerbel; Loeffler, Markus; Witruk, Evelin; Schwarz, Hans – International Journal of Special Education, 2008
The aim of this study is to evaluate the benefit of chess in mathematics lessons for children with learning disabilities based on lower intelligence (IQ 70-85). School classes of four German schools for children with learning disabilities were randomly assigned to receive one hour of chess lesson instead of one hour of regular mathematics lessons…
Descriptors: Control Groups, Mental Retardation, Mathematics Skills, Computation
Dracup, Mary – Australasian Journal of Educational Technology, 2008
Role play is an increasingly popular technique in tertiary education, being student centred, constructivist and suitable for a range of subject areas. The choice of formats is wide open, with options ranging from the traditional face to face performance through to multi-user online computer games. Some teachers prefer to take advantage of features…
Descriptors: Constructivism (Learning), Games, Role Playing, Computers
Samide, Michael J. – Journal of Chemical Education, 2008
An in-class activity has been developed to assist students in discovering chromatographic separations. Designed on the basis of plate theory, the game has students use instructor-provided partition coefficients to establish equilibrium for two different items between a stationary and mobile phase. As students work through equilibration and mobile…
Descriptors: College Science, Secondary School Science, Educational Games, Scientific Concepts
Campitelli, Guillermo; Gobet, Fernand – Learning and Individual Differences, 2008
We investigated the role of practice in the acquisition of chess expertise by submitting a questionnaire to 104 players of different skill levels. Players had to report their chess rating, the number of hours of individual and group practice, their use of different learning resources and activities, and whether they had been trained by a coach.…
Descriptors: Computer Software, Longitudinal Studies, Repetition, Questionnaires
Scharrer, Erica; Leone, Ron – Human Communication Research, 2008
A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents' views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both…
Descriptors: Video Games, Social Cognition, Adolescents, Grade 7
Villano, Matt – T.H.E. Journal, 2008
The technology is simple: Mobile technologies such as handheld computers and global positioning systems work in sync to create an alternate, hybrid world that mixes virtual characters with the actual physical environment. The result is a digital simulation that offers powerful game-playing opportunities and allows students to become more engaged…
Descriptors: Educational Technology, College Faculty, Middle School Students, Mathematics Education
Delacruz, Girlie Castro – ProQuest LLC, 2010
To investigate whether games may serve as useful formative assessment environments, this study examined, experimentally, the effects of two aspects of formative assessment on math achievement, game play, and help-seeking behaviors: (a) making assessment criteria explicit through the explanation of scoring rules and (b) incentivizing the use of…
Descriptors: Feedback (Response), Report Cards, Control Groups, Play
Haystead, Mark W. – Marzano Research Laboratory, 2010
This report describes the findings of an analysis of a series of action research projects conducted by Vigo County School Corporation at Terre Haute North Vigo High School. During the 2009-2010 school year, 17 teachers participated in independent action research studies regarding the extent to which selected instructional strategies enhanced the…
Descriptors: Educational Strategies, Action Research, Teaching Methods, Academic Achievement
Ritzhaupt, Albert; Higgins, Heidi; Allred, Beth – Journal of Computers in Mathematics and Science Teaching, 2010
What do experienced teachers have to say about integrating modern educational games into their classroom? This paper addresses this question by exploring the discourse of teachers who were provided professional development, technical support, access to a modern educational game, and flexibility in deciding how to integrate the game in their…
Descriptors: Educational Games, Focus Groups, Resource Teachers, Mathematics Teachers
De Par en Par, 1994
This document consists of three issues (1994) of a Spanish language periodical directed at elementary and middle school-aged children. Contained in these periodicals are a variety of activities designed to encourage the reader to learn and practice the Spanish language. Each issue focuses on a particular topic, e.g., "The…
Descriptors: Bilingual Education, Childrens Games, Educational Games, Foreign Countries

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