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Taber, Nancy – Simulation & Gaming, 2008
This article is based on an innovative research project with academics, software developers, and organizational pilot sites to design and develop elearning software for an emergency response simulation with supporting collaborative tools. In particular, this article focuses on the research that the author has conducted to provide the theoretical…
Descriptors: Emergency Programs, Educational Technology, Electronic Learning, Emergency Medical Technicians
Lynch, Martin A.; Tunstall, Richard J. – Simulation & Gaming, 2008
A growing body of evidence suggests that relevant, well-designed simulations can make a valuable contribution to students' experiences in training and education and go some way toward meeting the expectations of students who have grown up with immersive, computer-mediated games. Within universities, many barriers exist that may prevent the…
Descriptors: Creativity, Educational Philosophy, Partnerships in Education, Educational Games
Price, Colin B. – Simulation & Gaming, 2008
Commercial computer games contain "physics engine" components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a…
Descriptors: Physics, Computers, Games, Science Education
Brown-Schmidt, Sarah; Tanenhaus, Michael K. – Cognitive Science, 2008
Two experiments examined the restriction of referential domains during unscripted conversation by analyzing the modification and online interpretation of referring expressions. Experiment 1 demonstrated that from the earliest moments of processing, addressees interpreted referring expressions with respect to referential domains constrained by the…
Descriptors: Eye Movements, Language Processing, Pragmatics, Experiments
Taylor, Marcus K.; Gould, Daniel; Rolo, Cristina – High Ability Studies, 2008
Until recently, no self-report instruments have examined psychological skills use in both practice and competition. In light of the significant role of practice in sport performance outcomes, a need exists to measure these skills in both domains. This study was designed to investigate differences in performance strategies of US Olympians in both…
Descriptors: Predictor Variables, Competition, Discriminant Analysis, Psychological Characteristics
Thorne, Steven L.; Reinhardt, Jonathon – CALICO Journal, 2008
In this article we propose the pedagogical model "bridging activities" to address advanced foreign language proficiency in the context of existing and emerging internet communication and information tools and communities. The article begins by establishing the need for language and genre-focused activities at the advanced level that attend to the…
Descriptors: Web Sites, Electronic Publishing, Metalinguistics, Second Languages
Gilbert, Juan E. – Chronicle of Higher Education, 2008
Although the author is a computer scientist, he has been involved with issues of diversity for many years. He developed an online gamelike environment to teach inner-city kids algebra, using culturally relevant learning technologies, and he has applied data-mining techniques to help universities admit diverse classes without relying on just one…
Descriptors: Higher Education, Interdisciplinary Approach, Disproportionate Representation, Computer Science
Allison, John – Learning, Media and Technology, 2008
This paper will undertake a critical review of the impact of virtual reality tools on the teaching of history. Virtual reality is useful in several different ways. History educators, elementary and secondary school teachers and professors, can all profit from the digital environment. Challenges arise quickly however. Virtual reality technologies…
Descriptors: Computer Simulation, Secondary School Teachers, Elementary School Teachers, College Faculty
Ranalli, Jim – Computer Assisted Language Learning, 2008
With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…
Descriptors: Computers, Games, Computer Simulation, Virtual Classrooms
Schrand, Tom – College Teaching, 2008
Educational technology is seldom used to facilitate more active student learning in the classroom. Instructors who have mastered PowerPoint, however, could just as easily learn to create simple pieces of interactive multimedia that encourage student participation in learning tasks and that appeal to multiple intelligences and learning styles.…
Descriptors: Multiple Intelligences, Student Participation, Active Learning, Educational Technology
Russell, William Benedict, III, Ed. – International Society for the Social Studies, 2011
The "ISSS Annual Conference Proceedings" is a peer-reviewed professional publication published once a year following the annual conference. (Individual papers contain references.) [For the 2010 proceedings, see ED509647.]
Descriptors: Conferences (Gatherings), Social Studies, Conference Papers, Annual Reports
Peters, Michael A., Ed.; Bulut, Ergin, Ed. – Peter Lang New York, 2011
Cognitive capitalism--sometimes referred to as "third capitalism," after mercantilism and industrial capitalism--is an increasingly significant theory, given its focus on the socio-economic changes caused by Internet and Web 2.0 technologies that have transformed the mode of production and the nature of labor. The theory of cognitive…
Descriptors: Foreign Countries, Social Systems, Academic Freedom, Global Approach
Hiskes, Dolores G. – Jossey-Bass, An Imprint of Wiley, 2007
This book offers an easy-to-use, effective approach to teaching reading accuracy and fluency to students of all ages, using a pyramid format. Reading pyramids begin with one word, and build into phrases and sentences of gradually increasing complexity. As the student moves from the pinnacle to the base of each pyramid, the phrase or sentence…
Descriptors: Teaching Methods, Reading Instruction, Human Body, Vowels
Kim, Yongho; Kellogg, David – Applied Linguistics, 2007
Using a discourse analytic approach from the work of Hoey (1991) and a dual processing model from Wray (2000), this paper compares the language produced by the same classes of children when they are engaged in role-play and when they are playing rule-based games. We find that role-play tends to be richer in "frozen" pair parts, where the responses…
Descriptors: Second Language Learning, Discourse Analysis, Language Acquisition, Linguistic Theory
Gross, Melissa – Children's Literature in Education, 2007
Alice Miller's work provides a theoretical framework to assess the effects of child abuse and its relationship to the development of creativity, hatred, and violence in the novel "Ender's Game." Analysis focuses on the extent to which children are manipulated in order to meet the needs of adults, the presence of behaviors such as the repression of…
Descriptors: Child Abuse, Games, Violence, Psychological Patterns

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