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Groth, Randall E.; Butler, Jaime; Nelson, Delmar – Teaching Statistics: An International Journal for Teachers, 2016
Students can struggle to understand and use terms that describe probabilities. Such struggles lead to difficulties comprehending classroom conversations. In this article, we describe some specific misunderstandings a group of students (ages 11-12) held in regard to vocabulary such as "certain", "likely" and…
Descriptors: Statistical Analysis, Statistics, Probability, Misconceptions
van der Pal, Jelke; Roos, Christopher; Sewnath, Ghanshaam; Rosheuvel, Christian – International Association for Development of the Information Society, 2016
The prospective use of low fidelity simulation and gaming in aviation training is high, and may facilitate individual, personal training needs in usually asynchronous training setting. Without direct feedback from, or intervention by, an instructor, adaptivity of the training environment is in high demand to ensure training sessions maintain an…
Descriptors: Educational Games, Brain, Aviation Education, Cognitive Processes
Ding, Xiaohao; Ha, Wei; Kang, Le; Morgan, W. John – ECNU Review of Education, 2018
Purpose: The oversupply of college graduates and increasing competition in the Chinese urban labor market have forced college students to undertake internships much earlier and to a greater intensity in the hope of boosting their employment prospects. It may be argued that the considerable time and energy thus spent on internships is deleterious…
Descriptors: Foreign Countries, College Students, Internship Programs, Educational Games
Lee, Pai-Lin; Chang, Hui-Hsiang; Huang, Chih Kun; Cheng, Wen-Chen; Lee, Pi-Yu; Chao, Hui-Chen – Educational Gerontology, 2018
Objective: Memory loss affects a large proportion of older adults. Research indicates a positive association between memory training and better memory performance as people age. However, studies on specific memory training using an experimental design are limited. This study explored whether memory training has improved memory performance in a…
Descriptors: Memory, Training, Older Adults, Educational Gerontology
Acosta, Melanie M.; Denham, André R. – Urban Review: Issues and Ideas in Public Education, 2018
Educational game designers and educators are using digital games as a platform for teaching academic content, including multicultural curriculum. However, it is unclear how well digital game-based learning can coexist with the goals of multicultural education for the purpose of meeting the needs of African American children. In this essay, we…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
Griffiths, Barry J. – PRIMUS, 2018
This paper describes an innovative way of randomly collecting handwritten homework in calculus classes with approximately 50 students using a standard deck of cards, which does not place an excessive burden on faculty with regard to grading. In addition to the increased awareness students develop in structuring a mathematical solution, the…
Descriptors: Attendance, Writing Skills, Educational Games, Teaching Methods
Hussain, Hanin – Sport, Education and Society, 2018
This paper conceptualizes the teaching and learning of physically active play (PAP) in the early childhood curriculum. The conceptualization emerges from 'doing complexivist bricolage' and draws on complexity thinking features and concepts to position teaching and learning in PAP as children and teachers together exploring three different and…
Descriptors: Play, Early Childhood Education, Physical Activities, Educational Games
Buil, I.; Catalán, S.; Martínez, E. – Journal of Computer Assisted Learning, 2018
Business simulation games are a motivational and engaging tool for teaching business management. However, relatively little is known about what factors contribute to their success. This study explores the role of flow experienced while using business simulation games. Specifically, this research investigates the influence of challenge, skills,…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Simulation
Alontaga, Jasper Vincent Q. – Education Sciences, 2018
Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they develop and relate to their e-learning readiness.…
Descriptors: Internet, Electronic Learning, Learning Readiness, Access to Computers
Participatory Game Design as Education for Sustainability: Lessons from a Japanese University Campus
Hourdequin, Peter; Tani, Seiji; Bando, Tetsuya; Ponvarut, Jirayu – set: Research Information for Teachers, 2018
This article discusses our experiments to create more engaged participation and build sustainability literacy among students in a voluntary "game lab" on two different campuses of our Japanese university. Though we found the game lab to be a successful vehicle for language learning, community building, and traversing disciplinary…
Descriptors: Foreign Countries, Sustainable Development, Game Based Learning, Interdisciplinary Approach
Glass, Graham – Childhood Education, 2018
New classroom practices can be brought into the classroom that engage students through their enjoyment of games, while building their confidence and bolstering their understanding that mistakes are valuable stops along the journey to understanding.
Descriptors: Teaching Methods, Learner Engagement, Educational Games, Elementary School Students
Harris, Emily; Winterbottom, Mark – Journal of Biological Education, 2018
Research into how and what families learn in science museums and other informal science learning settings suggests that parent-child interactions play an important role in shaping children's learning experiences. Our exploratory case study set out to discover and analyse learning happening within family groups during a visit to a traditional…
Descriptors: Science Instruction, Museums, Informal Education, Parent Child Relationship
Özeke, Vildan – Online Submission, 2018
There are many mobile applications (apps) for learning in Google Play Store. People usually evaluate the apps based on their personal view/criteria, and others have an idea about that app with its rating score and/or user comments. This study, aims to analyze the educational mobile apps objectively by using a reliable rubric tool; REVEAC (Rubric…
Descriptors: Computer Oriented Programs, Educational Games, Foreign Countries, Preschool Children
Paniagua, Alejandro; Istance, David – OECD Publishing, 2018
Pedagogy is at the heart of teaching and learning. Preparing young people to become lifelong learners with a deep knowledge of subject matter and a broad set of social skills requires a better understanding of how pedagogy influences learning. Focusing on pedagogies shifts the perception of teachers from technicians who strive to attain the…
Descriptors: Teacher Role, Educational Innovation, Teaching Methods, Creativity
Richard, Gabriela T. – Educational Technology, 2017
Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…
Descriptors: Video Games, Cultural Context, Design Preferences, Equal Education

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