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Cassity, Hope Daniels; Henley, Tracy B.; Markley, Robert P. – Journal of Instructional Psychology, 2007
The "Mozart effect" is the reported phenomenon of increased spatial abilities after listening to that composer's music. However, subsequent research suggests that the Mozart effect may be an artifactual consequence of heightened arousal and mood rather than the music of Mozart per se (e.g., Thompson, Schellenberg, & Husain, 2001). The present…
Descriptors: Program Effectiveness, Psychological Patterns, Music, Spatial Ability
Compton-Lilly, Catherine – Reading Teacher, 2007
James Gee has suggested that video games can teach us important lessons about learning and that we can learn about teaching from these games. Reading research and the words of the author's daughter are the basis of an exploration of the learning principles Gee identifies. He explains that video games are successful in engaging children and…
Descriptors: Reading Research, Reading Instruction, Reading, Video Games
Becker, Katrin – British Journal of Educational Technology, 2007
In the spring of 2005, the author designed and taught a graduate-level course on digital game-based learning primarily for teachers. Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games…
Descriptors: Educational Games, Profiles, Instructional Design, Course Organization
Baskin, Colin; Taylor, Ryan – E-Learning, 2007
Ethnomethodology is the analytical frame used here to recover embedded cultural discursive phenomena in the language of "at risk" middle-school boys as they talk about "computer games" and "schooling". What emerges is a rich picture of myths and heroes, identities of participation where member values and a discernible moral order are part of the…
Descriptors: Classroom Communication, Computer Assisted Instruction, Males, Middle Schools
Begg, Michael; Ellaway, Rachel; Dewhurst, David; Macleod, Hamish – Innovate: Journal of Online Education, 2007
Noting the dependency of healthcare education on practice-based learning, Michael Begg, Rachel Ellaway, David Dewhurst, and Hamish Macleod suggest that creating a virtual clinical setting for students to interact with virtual patients can begin to address educational demands for clinical experience. They argue that virtual patient simulations that…
Descriptors: Patients, Exhibits, Clinical Experience, Health Services
Starkman, Neal – Campus Technology, 2007
Colleges and universities head into virtual worlds, and student learning and psychology are changed forever. For the past few years, Creighton University, a Jesuit institution of about 6,700 students has hosted GameFest (www2.creighton.edu/doit/gamefest), a 12-hour marathon of high-tech, interactive gaming sessions among Creighton students, using…
Descriptors: Educational Technology, Faculty, Academic Achievement, Student Attitudes
Tripp, Gail; Schaughency, Elizabeth A.; Langlands, Robyn; Mouat, Kelly – Journal of Child and Family Studies, 2007
We used global ratings to compare the family (parent[s]-child) interactions of 51 clinic-referred children with ADHD and 32 non problem children. Children and parent(s) were videotaped while engaging in problem solving and game playing activities. Independent coders, blind to children's diagnostic status, rated the interactions using measures…
Descriptors: Attention Deficit Hyperactivity Disorder, Problem Solving, Interaction, Family Relationship
Smith, Heather J. – Modern Language Journal, 2007
During a study designed to examine the processes of learning English as an additional language as manifest in the interactive behaviour of small groups of bilingual school children playing specially designed board games, several instances of "private speech" were captured. Private speech is commonly described as speech addressed to the self for…
Descriptors: Group Activities, English (Second Language), Second Language Learning, Bilingual Schools
Movitz, Allison P.; Holmes, Kerry P. – English Journal, 2007
The authors elaborate on the experience of creating for high school students effective multisensory, hands-on learning centers that address a full range of elements from the English language arts curriculum. Allison P. Movitz and Kerry P. Holmes detail the centers Movitz designed for a Mostly Medieval unit to show how learning centers can help…
Descriptors: High School Students, Language Arts, Units of Study, Learning Centers (Classroom)
Montana Office of Public Instruction, 2011
This report presents the 2011 Montana Youth Risk Behavior Survey high school student frequency distributions for nonpublic accredited schools. These frequency distributions are based upon surveys with 349 high school students in Nonpublic Region during February of 2011. Frequency distributions may not total 349 due to nonresponse and percents may…
Descriptors: Sexuality, At Risk Students, Physical Activities, High School Students
Liljedahl, Peter, Ed.; Nicol, Cynthia, Ed.; Oesterie, Susan, Ed.; Allan, Darien, Ed. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
The theme of the 38th meeting of the International Group for the Psychology of Mathematics Education (PME 38) and the 36th meeting of the North American Chapter of the Psychology of Mathematics Education (PME-NA 36) was "Mathematics Education at the Edge." Academically, the theme provides opportunities to highlight and examine…
Descriptors: Foreign Countries, Mathematics Education, Educational Psychology, Educational Research
White, Dorothy, J., Ed. – 1995
A manual for the Louisiana Summer Reading Program is presented in 14 sections with a western theme and illustrations. An evaluation form, a 1995 calendar, and a list of audiovisual materials with addresses and prices are also provided. Section 1 discusses promotion, publicity, and programs; and includes sample news releases; program ideas, and…
Descriptors: Childrens Art, Childrens Games, Educational Games, Elementary Education
Miles-Herman, Marilynne – 1978
This report summarizes the kinds of oral games that are available to English as an Additional Language (EAL) classrooms, briefly outlines current research, and stresses the need for more exploration in kinds and varieties of games. A guide to typical, successful classroom games, this report includes eighty-one selected oral games, which are fully…
Descriptors: Class Activities, Communicative Competence (Languages), Educational Games, Educational Media
Zuckerman, David W.; Horn, Robert E. – 1973
This guide gives complete information on 613 games and simulation games. In addition, there is a supplementary list of 473 more items which are in development, discontinued, or about which more information is needed. The book is edited for the potential game user, rather than the theoretician or creator. Games are organized by subject, including…
Descriptors: Business Administration, Catalogs, Ecology, Educational Games
Diggs, Craig S. – Learning & Leading with Technology, 1997
Presents a case study that shows how computer technology, including educational computer games and searching the World Wide Web, helped a fourth-grade student with learning disabilities and behavior disorders begin to succeed academically and to interact with his peers. Finding students' own interests to base activities on is emphasized. (LRW)
Descriptors: Academic Achievement, Behavior Disorders, Case Studies, Computer Assisted Instruction

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