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Melcer, Edward F. – ProQuest LLC, 2018
Embodiment is a concept that has gained widespread usage within the Human-Computer Interaction (HCI) community in recent years. In a general sense, embodiment is the notion that cognition arises not just from the mind, but also through our bodies' physical and social interactions with the world around us. HCI has employed this body-centric…
Descriptors: Educational Technology, Human Body, Design, Man Machine Systems
Worthington, Tracy Anne – Social Studies, 2018
The purpose of this article is to synthesize research on the benefits and use of games, role-plays, and simulations, whilst providing examples practicing teachers may wish to use in their classroom. Therefore, the article presents a discussion of key previous research on the use of games, role-plays, and simulations in secondary history…
Descriptors: Middle School Students, Student Centered Learning, Educational Games, Role Playing
Mary Jo Dondlinger – International Journal of Designs for Learning, 2015
Research on games and simulations for learning in the last decade has expanded the instructional design knowledge base to such an extent that degree programs in instructional design and technology are beginning to develop and offer courses on games and simulations as learning technologies. This design case chronicles the context, design decisions,…
Descriptors: Educational Games, Simulation, Instructional Design, Graduate Study
Tsekleves, Emmanuel; Cosmas, John; Aggoun, Amar – British Journal of Educational Technology, 2016
Serious games and game-based learning have received increased attention in recent years as an adjunct to teaching and learning material. This has been well echoed in the literature with numerous articles on the use of games and game theory in education. Despite this, no policy for the incorporation of serious games in education exists to date.…
Descriptors: Barriers, Program Implementation, Educational Games, Stakeholders
Porter, Gavin W.; Tanenbaum, Michael A. – Educational Technology, 2015
Recruitment gaming embodies an exciting new tool at the interface of the education and private sectors. Employers and recruitment platforms add new complications to the already problematic relationship between game designers and educators. To better understand the emerging recruitment aspects of gaming and identify areas for those in educational…
Descriptors: Educational Games, Games, Recruitment, Educational Technology
Eckardt, Gordon; Selen, Willem; Wynder, Monte – e-Journal of Business Education and Scholarship of Teaching, 2015
Business simulations are a powerful way to provide experiential learning that is focussed, controlled, and concentrated. Inherent in any simulation, however, are numerous assumptions that determine feedback, and hence the lessons learnt. In this conceptual paper we describe some common cost assumptions that are implicit in simulation design and…
Descriptors: Business Administration Education, Simulation, Educational Games, Teaching Methods
Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
Rendy; Kristanda, Marcel Bonar; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
The growth of kids' brain could be optimized by recognizing something. Learning to recognize animals is one of the methods to stimulate the children's brain growth to imagine. Nevertheless, kids tend to spend all their time by playing and could not focus to recognize the animals due to the way of learning which is usually not interactive and not…
Descriptors: Recognition (Psychology), Animals, Brain, Child Development
Tang, Kai-Yu; Tsai, Chin-Chung – Journal of Science Education and Technology, 2016
The main purpose of this paper is to investigate the intellectual structure of the research on educational technology in science education (ETiSE) within the most recent years (2008-2013). Based on the criteria for educational technology research and the citation threshold for educational co-citation analysis, a total of 137 relevant ETiSE papers…
Descriptors: Educational Technology, Technology Integration, Teaching Methods, Science Education
Neville, David O. – ReCALL, 2015
The article reports on a mixed-methods study evaluating the use of a three-dimensional digital game-based language learning (3D-DGBLL) environment to teach German two-way prepositions and specialized vocabulary within a simulated real-world context of German recycling and waste management systems. The study assumed that goal-directed player…
Descriptors: Mixed Methods Research, Educational Games, Video Games, Computer Games
Hopper, Keith B.; Waugh, Jonathan B. – Educational Technology, 2014
PowerPoint is roundly reviled and ridiculed, yet this technology enjoys universal popularity. This article reviews the criticisms of PowerPoint and its peer technologies, describes its affordances and advantages, and suggests innovative PowerPoint applications in instruction. Beyond garden-variety applications of PowerPoint, it may also be used to…
Descriptors: Educational Technology, Computer Software Evaluation, Computer Software, Courseware
Waddington, David I. – Educational Theory, 2015
Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of "Fate of the World," a climate change simulation game, David Waddington addresses these concerns through a…
Descriptors: Video Games, Simulation, Educational Games, Educational Technology
da Silva, André Constantino; Freire, Fernanda Maria Pereira; Mourão, Vitor Hugo Miranda; da Cruz, Márcio Diógenes de Oliveira; da Rocha, Heloísa Vieira – International Association for Development of the Information Society, 2014
Open Educational Resources (OER) are freely accessible, openly licensed hypertext, audio, video, simulations, games and animations that are useful for teaching and learning purposes. In order to facilitate the location of such resources, educational content portals are being created, crowding contents that were produced by different teams with…
Descriptors: Foreign Countries, Educational Technology, Resource Units, Shared Resources and Services
Pløhn, Trygve – Electronic Journal of e-Learning, 2014
Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player's everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the…
Descriptors: Teaching Methods, Design, Educational Technology, Interviews
World of Wordcraft: Foreign Language Grammar and Composition Taught as a Term-Long Role-Playing Game
Gellar-Goad, T. H. M. – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
This article outlines an innovative approach to the instruction of foreign languages: a term-long role-playing game in the style of tabletop role-playing games such as "Dungeons & Dragons." Students adopt personas, avatars, or "player characters" and take them through adventures, exploration, puzzles, and fights with…
Descriptors: Second Language Instruction, Role Playing, Educational Games, Undergraduate Study