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Saltan, Fatih – Universal Journal of Educational Research, 2016
The study investigated pre-service ICT teachers' perceptions of algorithm visualization (AV) with regard to appropriateness of teaching levels and contribution to learning and motivation. In order to achieve this aim, a qualitative case study was carried out. The participants consisted of 218 pre-service ICT teachers from four different…
Descriptors: Preservice Teachers, Computer Science Education, Mathematics, Visualization
Bassok, Daphna; Finch, Jenna E.; Lee, RaeHyuck; Reardon, Sean F.; Waldfogel, Jane – AERA Open, 2016
This study compares the early life experiences of kindergarteners in 1998 and 2010 using two nationally representative data sets. We find that (a) young children in the later period are exposed to more books and reading in the home, (b) they have more access to educational games on computers, and (c) they engage with their parents more, inside and…
Descriptors: Early Childhood Education, Kindergarten, Preschool Children, Experience
Grimshaw, Jennica; Cardoso, Walcir; Waddington, David – Research-publishing.net, 2016
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…
Descriptors: Second Language Instruction, Teaching Methods, Computer Assisted Instruction, Computer Games
Lee, Sungwoong – ProQuest LLC, 2016
Reports and surveys by the U.S. government and international organizations have repeatedly acknowledged the achievement problem in math in K-12 regardless of various efforts (e.g., by the U.S. Department of Education) to diminish it. To address the problem in math achievement in K-12, teachers, scholars, and the U.S. government have developed…
Descriptors: Mathematics Achievement, Elementary Secondary Education, Intervention, Video Games
Homer, Ryan; Hew, Khe Foon; Tan, Cheng Yong – Educational Technology & Society, 2018
This paper reports the findings of a field experiment that gamified the classroom experience of elementary school ESL students by implementing digital badges-and-points which students could earn by achieving specific behavioral and learning goals. Altogether, 120 children in eight different classes participated in this study. Four of the classes…
Descriptors: Elementary School Students, English (Second Language), Recognition (Achievement), Educational Games
Shivraj, Pooja; Geller, Leanne Ketterlin; Basaraba, Deni; Geller, Josh; Hatfield, Cassandra; Näslund-Hadley, Emma – Global Education Review, 2018
Research indicates that parental involvement in children's education is positively related to academic achievement in mathematics; however, there are few studies on the role of parental involvement in the context of developing countries. The purpose of this paper is to document the iterative development using design-based research (DBR) of a…
Descriptors: Instructional Materials, Material Development, Culturally Relevant Education, Parent Child Relationship
Clark, Douglas B.; Sengupta, Pratim; Brady, Corey E.; Martinez-Garza, Mario M.; Killingsworth, Stephen S. – International Journal of STEM Education, 2015
Background: In this paper, we investigate the relationship between theory and design in the context of creating digital games to support children's development of scientific expertise. Synthesis: Theoretically, we consider two frameworks--Knowledge in Pieces (or KiP) and Science as Practice (or SaP). While KiP is a theory about the structure of…
Descriptors: Educational Games, Video Games, Computer Games, Science Education
Ku, D. T.; Huang, Y.-H.; Hus, S. C. – Journal of Computer Assisted Learning, 2015
This study investigated how the integration of a game-based learning strategy and a tangible user interface (TUI) device improves the learning achievement of fifth-grade students in studying Chinese idioms. By using the sifting, and sorting, features of Sifteo Cubes, learners, via a gaming situation, manually composed the cubes to the correct…
Descriptors: Teaching Methods, Academic Achievement, Chinese, Educational Games
Frederick-Jonah, Toinpere Mercy; Igbojinwaekwu, Patrick Chukwuemeka – Journal of Research in Education, 2015
This study investigated the effects of game and poem-enhanced instructional strategies on students' interest in mathematics. The moderating effects of verbal ability were also examined on the dependent variable. A quasi-experimental design was adopted. Three hundred and forty four students in the sixth year of their primary education (primary 6…
Descriptors: Teaching Methods, Educational Games, Poetry, Quasiexperimental Design
Kwan, Alvin C. M.; Chu, Samuel K. W.; Hong, Athena W. L.; Tam, Frankie; Lee, Grace M. Y.; Mellecker, Robin – International Journal of Game-Based Learning, 2015
Current educational resources for sex education in Hong Kong are mainly designed to be used in classroom. They are mostly text-based and are unattractive to the most vulnerable adolescent group. As discussion on sex is still taboo in Chinese society, self-learning resources can supplement classroom teaching. This paper describes an interactive…
Descriptors: Sex Education, Foreign Countries, Teaching Methods, Educational Games
Cross, Emma; Mould, David; Smith, Robert – New Review of Academic Librarianship, 2015
The rise of game development and game studies on university campuses prompts academic libraries to consider how to support teaching and research in this area. This article examines current issues and challenges in the development of game collections at academic libraries. The gaming ecosystem has become more complex and libraries may need to move…
Descriptors: Academic Libraries, Library Materials, Video Games, Educational Games
Agusalim, Imam Dui – Journal of Education and Practice, 2015
English subjects become a big part of education curriculum in Indonesia taught from the elementary level, intermediate, and high included the Distance Learning (DEP). To meet the needs of the importance of English will require learning media can be: 1. Creating Independence learning; 2. Increase the motivation to learn; and 3. Improving the…
Descriptors: Educational Games, English (Second Language), Second Language Instruction, Distance Education
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
Agudo, J. Enrique; Rico, Mercedes; Sánchez, Héctor – Digital Education Review, 2015
Based on the assumption that educational software addressing Primary school learners must comprise a set of features to encourage children's creativity and development, the appropriate design of second language hypermedia adaptive games for Primary School children can pose a wide range of challenges both for the language teacher and computer…
Descriptors: Foreign Countries, Preschool Education, Hypermedia, Web Based Instruction
Fulgham, Susan M.; Shaughnessy, Michael F. – Educational Technology, 2015
Punya Mishra is Professor of Educational Psychology and Educational Technology at Michigan State University, where he directs the Master of Arts in Educational Technology program. He currently chairs the Creativity Special Interest Group at the Society for Information Technology in Teacher Education. He is nationally and internationally recognized…
Descriptors: Educational Technology, Creativity, Technological Literacy, Pedagogical Content Knowledge

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