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Hooshyar, Danial; Ahmad, Rodina Binti; Yousefi, Moslem; Fathi, Moein; Abdollahi, Abbas; Horng, Shi-Jinn; Lim, Heuiseok – Educational Technology Research and Development, 2016
Nowadays, intelligent tutoring systems are considered an effective research tool for learning systems and problem-solving skill improvement. Nonetheless, such individualized systems may cause students to lose learning motivation when interaction and timely guidance are lacking. In order to address this problem, a solution-based intelligent…
Descriptors: Intelligent Tutoring Systems, Technology Integration, Educational Games, Formative Evaluation
Martincic, Cynthia J. – Information Systems Education Journal, 2016
Mobile application development is currently an important component of CS/IS education. Because of the rapid rate of change in the mobile application field, there are many websites that provide instructional material in tutorial format, but it is difficult to find a textbook that includes mobile application programming assignments and exercises.…
Descriptors: Undergraduate Students, Computer Science Education, Introductory Courses, Programming
Cutumisu, Maria; Schwartz, Daniel L. – International Association for Development of the Information Society, 2016
This paper presents a novel examination of the impact of students' feedback choices and performance on their feedback memory. An empirical study was designed to collect the choices to seek critical feedback from a hundred and six Grade 8 middle-school students via Posterlet, a digital assessment game in which students design posters. Upon…
Descriptors: Middle School Students, Public Schools, Feedback (Response), Student Evaluation
Yagci, Mustafa – Online Submission, 2016
The computer and internet technologies which show an immediate change and development, show its effect in educational field as well as all fields of life. One of the implementation areas of computer and internet technologies is the computer games. While the computer games provide recreational time to the users, it may provide environments for…
Descriptors: Efficiency, Educational Games, Computer Games, Technology Integration
McCarthy, Elizabeth; Tiu, Michelle; Li, Linlin – Technology, Knowledge and Learning, 2018
This paper presents two studies of transmedia interventions in the classroom. The two studies address how narrative-based transmedia curricular resources can support student learning in early mathematics. The studies were designed to identify the affordances (features and advantages) of transmedia-based learning in preschool and first grade…
Descriptors: Elementary School Mathematics, Mathematics Instruction, Multimedia Instruction, Preschool Children
Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Chen, Zhi-Hong; Lee, Shu-Yu – Educational Technology & Society, 2018
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…
Descriptors: Educational Games, Young Children, Elementary School Students, Grade 4
Wen, Yun – Educational Technology & Society, 2018
This paper discusses the design of a digital Chinese character composition game with the paper-interface named as ARC (Augmented Reality-based Chinese Characters) and its implementation in a Singapore primary school. The ARC game is designed to help beginning Chinese as second language (L2) learners to develop Chinese orthographic knowledge and…
Descriptors: Second Language Learning, Chinese, Educational Games, Writing (Composition)
Rogers, Teresa Mandrell – ProQuest LLC, 2018
The purpose of this qualitative exploratory case study was to examine the perceived obstacles that contribute to the achievement gap between White and Black middle school mathematics students and the instructional strategies that help combat these obstacles of middle school mathematics teachers. The study investigated how middle-school educators…
Descriptors: Mathematics Instruction, Mathematics Achievement, Middle School Teachers, Mathematics Teachers
Schofield, Damian – Journal of Information Technology Education: Innovations in Practice, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…
Descriptors: Computer Games, Technology Uses in Education, Educational Games, Simulated Environment
Evans, Michael A.; Pruett, Jordan; Chang, Mido; Nino, Miguel – Journal of Educational Technology Systems, 2014
Middle school mathematics education is subject to ongoing reform based on advances in digital instructional technologies, especially learning games, leading to recent calls for investment in "personalized learning." Through an extensive literature review, this investigation identified three priority areas that should be taken into…
Descriptors: Individualized Instruction, Instructional Design, Middle School Students, Mathematics Instruction
Quick, John M.; Atkinson, Robert K. – International Journal of Game-Based Learning, 2014
The purpose of this study was to investigate the relationships between gameplay enjoyment, gaming goal orientations, and individual characteristics. A total of 301 participants were surveyed and the data were analyzed using structural equation modeling. This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game design features that…
Descriptors: Correlation, Educational Games, Surveys, Structural Equation Models
Almond, Russell G.; Kim, Yoon Jeon; Velasquez, Gertrudes; Shute, Valerie J. – Measurement: Interdisciplinary Research and Perspectives, 2014
One of the key ideas of evidence-centered assessment design (ECD) is that task features can be deliberately manipulated to change the psychometric properties of items. ECD identifies a number of roles that task-feature variables can play, including determining the focus of evidence, guiding form creation, determining item difficulty and…
Descriptors: Educational Games, Simulation, Psychometrics, Educational Assessment
Shaughnessy, Michael F. – Educational Technology, 2014
Scott McLeod is recognized as one of the nation's leading experts on K-12 school technology leadership issues. After 14 years as an Educational Leadership professor, Dr. McLeod currently serves as the Director of Innovation for Prairie Lakes Area Education Agency in Iowa. He also is the Founding Director of the UCEA Center for the Advanced Study…
Descriptors: Interviews, Educational Technology, Educational Games, Advocacy
Turkay, Selen; Hoffman, Daniel; Kinzer, Charles K.; Chantes, Pantiphar; Vicari, Christopher – Computers in the Schools, 2014
Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers' existing goals and knowledge…
Descriptors: Video Games, Educational Games, Learning Theories, Design

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