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Peer reviewedRosas, Ricardo; Nussbaum, Miguel; Cumsille, Patricio; Marianov, Vladimir; Correa, Monica; Flores, Patricia; Grau, Valeska; Lagos, Francisca; Lopez, Ximena; Lopez, Veronica; Rodriguez, Patricio; Salinas, Marcela – Computers & Education, 2003
Describes a study of economically disadvantaged first and second graders in Chile that evaluated the effects of the introduction of educational videogames into the classroom on mathematics and reading comprehension. Investigated effects on learning, motivation, and classroom dynamics; teachers' expectations of change; and technological transfer.…
Descriptors: Classroom Environment, Economically Disadvantaged, Educational Games, Elementary Education
Rieber, Lloyd P.; Matzko, Michael J. – Educational Technology, 2001
These designers approaches their physics lesson design task from the viewpoint of play. The designs, all having strong gaming influences, aim to be flexible enough to take advantage of the experience and ideas of a teacher working with a standard curriculum, yet interesting enough for students to want to continue exploring resources on their own…
Descriptors: Computer Games, Experiential Learning, Games, Instructional Design
Virvou, Maria; Katsionis, George; Manos, Konstantinos – Educational Technology & Society, 2005
Computer games are very popular among children and adolescents. In this respect, they could be exploited by educational software designers to render educational software more attractive and motivating. However, it remains to be explored what the educational scope of educational software games is. In this paper, we explore several issues concerning…
Descriptors: Educational Games, Computer Simulation, Intelligent Tutoring Systems, Computer Software
DeAvila, Edward A.; Duncan, Sharon E. – 1977
This collection of over 100 games and activities is intended to increase oral proficiency among Spanish-speaking children without requiring reading skills. The collection grew out of the desire to provide remedies for specific linguistic weaknesses in English as identified by the Language Assessment Scales (LAS). Because tongue twisters, riddles…
Descriptors: Biculturalism, Bilingual Education, Child Language, Childrens Games
DeAvila, Edward A.; Duncan, Sharon E. – 1977
Like its English counterpart, this is a collection of over 100 games and activities whose intent is to increase oral proficiency without requiring reading skills. The collection grew out of the desire to provide remedies for specific linguistic weaknesses in Spanish as identified by the Language Assessment Scales. Because tongue twisters, riddles,…
Descriptors: Biculturalism, Bilingual Education, Child Language, Childrens Games
Al-Kuwari, Najat Saad – English Teaching Forum, 2007
"Animals" is a three-part lesson plan for young learners with a zoo animal theme. The first lesson is full of activities to describe animals, with Simon Says, guessing games, and learning stations. The second lesson is about desert animals, but other types of animals could be chosen depending on student interest. This lesson teaches…
Descriptors: Animals, Lesson Plans, Zoology, Learning Activities
Anders, Mark H. – Science Education Review, 2007
Many of the basic concepts involved in the process of scientific inquiry can be represented by analogy to a simple game called Battleships. The same processes used in this child's game demonstrate what role hypothesis generation and testing play in the search for truth in nature. The analogy can also be extended to demonstrate how scientists…
Descriptors: Scientific Methodology, Scientific Research, Inquiry, Demonstrations (Educational)
Akinsola, M. K.; Animasahun, I. A. – Online Submission, 2007
This study sought to determine the effect of simulation-games environment on students' achievement in attitudes to mathematics in secondary school. Data was collected from a sample of 147 students in senior secondary school in Osun-State, Nigeria. t-test and analysis of variance was used to analyze the data collected for the study. The finding…
Descriptors: Mathematics Achievement, Foreign Countries, Teaching Methods, Student Attitudes
Johnson, Catherine – Unterrichtspraxis/Teaching German, 2007
This article describes six games that instructors of German can use with students from the first year of high school or first semester of German through the fourth year of high school or fourth semester of college German and beyond. Unlike other games in which students must wait their turn to practice their language skills, these games engage the…
Descriptors: Listening Skills, Vocabulary Skills, German, High Schools
Gastwirth, David – New England Journal of Higher Education, 2007
This author states that "college access marketing" efforts aimed at increasing college attendance and success have been slow to incorporate new techniques such as "buzz marketing," "viral marketing," "product seeding," and "guerrilla marketing." Yet for a "connected generation" of potential college students, these kinds of strategies could be…
Descriptors: College Attendance, Computer Uses in Education, Marketing, Information Sources
Ranker, Jason – Research in the Teaching of English, 2007
This case study closely examines how John (a former student of mine, age eight, second grade) composed during an informal writing group at school. Using qualitative research methods, I found that John selectively took up conventions, characters, story grammars, themes, and motifs from video games, television, Web pages, and comics. Likening his…
Descriptors: Grade 2, Cartoons, Writing Processes, Video Games
Ahamer, Gilbert – Online Submission, 2008
Web based training (WBT) is able to reshape human interaction. Peer review processes, such as adhered to by journals and in the context of political processes such as accession to the EU, have aided in safeguarding quality in the academic field since long. University curricula, however, have not yet fully taken into account training for such…
Descriptors: Peer Evaluation, Web Based Instruction, Interaction, Statistical Analysis
Vered, Karen Orr – Palgrave Macmillan, 2008
Karen Orr Vered demonstrates how children's media play contributes to their acquisition of media literacy. Theorizing after-school care as intermediary space, a large-scale ethnographic study informs this theory-rich and practical discussion of children's media use beyond home and classroom.
Descriptors: Foreign Countries, Ethnography, Media Literacy, Mass Media Use
Ito, Mizuko; Horst, Heather; Bittanti, Matteo; Boyd, Danah; Herr-Stephenson, Becky; Lange, Patricia G.; Pascoe, C.J.; Robinson, Laura – John D. and Catherine T. MacArthur Foundation, 2008
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies barely existed. Today's youth may be coming of age and struggling for autonomy and identity as did their…
Descriptors: Ecology, Youth, Ethnography, Video Technology
Ahn, Jung-Hoon – E-Learning, 2008
The purpose of this study was to investigate the effects of engaging students in Kolb's experiential learning cycle on facilitating students' simulation game performance and knowledge application skills in learning with a business simulation game. A sample was drawn from a population of business-major undergraduate students at the School of…
Descriptors: Undergraduate Students, Observation, Experiential Learning, Learning Processes

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