Publication Date
| In 2026 | 0 |
| Since 2025 | 217 |
| Since 2022 (last 5 years) | 1189 |
| Since 2017 (last 10 years) | 2911 |
| Since 2007 (last 20 years) | 5032 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 1623 |
| Teachers | 990 |
| Students | 129 |
| Researchers | 88 |
| Parents | 78 |
| Media Staff | 23 |
| Administrators | 19 |
| Policymakers | 12 |
| Community | 9 |
| Counselors | 7 |
| Support Staff | 2 |
| More ▼ | |
Location
| Turkey | 176 |
| Taiwan | 156 |
| Australia | 150 |
| Canada | 105 |
| Spain | 85 |
| United Kingdom | 84 |
| China | 79 |
| Indonesia | 73 |
| Germany | 72 |
| California | 66 |
| Brazil | 61 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 11 |
| Meets WWC Standards with or without Reservations | 19 |
| Does not meet standards | 6 |
Camp, Amber, Ed.; Holden, Daniel, Ed. – National Foreign Language Resource Center at University of Hawaii, 2016
The theme for this year's annual Graduate Student Conference of the College of Languages, Linguistics and Literature (LLL) was "Celebrating Voices -- past - present - future." It reflected not only our goal of celebrating achievements of LLL graduate students, but also our intent of making this the biggest conference yet. The conference…
Descriptors: Second Language Learning, Second Language Instruction, Graduate Students, American Indian Languages
Hung, Hsiu-Ting – Interactive Learning Environments, 2017
Flipped classrooms continue to grow in popularity across all levels of education. Following this pedagogical trend, the present study aimed to enhance the face-to-face instruction in flipped classrooms with the use of clickers. A game-like clicker application was implemented through a bring your own device (BYOD) model to gamify classroom dynamics…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Audience Response Systems
Jakab, Cheryl – Research in Science Education, 2013
This paper reports on 6-11-year-old children's "sayings and doings" (Harré 2002) as they explore molecule artefacts in dialectical-interactive teaching interviews (Fleer, "Cultural Studies of Science Education" 3:781-786, 2008; Hedegaard et al. 2008). This sociocultural study was designed to explore children's…
Descriptors: Children, Science Process Skills, Scientific Attitudes, Discourse Analysis
Kaune, Christa; Nowinska, Edyta; Paetau, Annika; Griep, Mathilde – Indonesian Mathematical Society Journal on Mathematics Education, 2013
The results of international comparative studies have shown that relationships exist between metacognition and cognitive activation and learning success. Since 2007 we have been carrying out projects in Indonesia to improve cognitive and metacognitive activities of pupils of year 7 and their teachers. These activities are to contribute to the…
Descriptors: Sustainability, Educational Games, Mathematics Instruction, Grade 7
Sluman, Jonny – Primary Science, 2013
In this article Jonny Sluman describes how he adapted an interactive DVD quiz game at a Christmas family get-together into an exciting, creative science activity to teach his students. The rounds included: a "quick fire" question round, a "what happened next" round, a music round, and a "spot the difference" round.…
Descriptors: Educational Games, Video Games, Video Technology, Multimedia Materials
Gonzalez-Tablas, Ana I.; de Fuentes, Jose M.; Hernandez-Ardieta, Jorge L.; Ramos, Benjamin – Educational Technology & Society, 2013
In Higher Education Engineering studies, there exists the need of engaging students in performing drill and practice activities with the goal of reinforcing routine mathematical skills. The usual optionality of these tasks entails the risk of students not fulfilling them in an effective way. Although competitive approaches are not a trend in…
Descriptors: Foreign Countries, Undergraduate Students, Engineering Education, Drills (Practice)
Al Sarhan, Khaled Ali; AlZboon, Saleem Odeh; Olimat, Khalaf Mufleh; Al-Zboon, Mohammad Saleem – Education, 2013
The study aims at introducing the features of the computerized educational games in sciences at the elementary school in Jordan according to the specialists in teaching science and computer subjects, through answering some questions such as: What are the features of the computerized educational games in sciences at the elementary schools in Jordan…
Descriptors: Foreign Countries, Computer Games, Educational Games, Elementary School Science
Vandercruysse, Sylke; Vandewaetere, Mieke; Cornillie, Frederik; Clarebout, Geraldine – Educational Technology Research and Development, 2013
Although educational games have become quite popular in recent research, only a limited number of studies have focused on the effectiveness of these games. While numerous claims have been made about the effectiveness of games, the studies that examine educational effectiveness often contain flaws resulting in unclear conclusions. One possible…
Descriptors: Educational Games, Competition, Teaching Methods, Instructional Effectiveness
Lucht, Martina; Heidig, Steffi – Educational Technology Research and Development, 2013
This article describes HOPSCOTCH, a design concept for an "exer-learning game" to engage elementary school children in learning. Exer-learning is a new genre of digital learning games that combines playing and learning with physical activity (exercise). HOPSCOTCH is a first design concept for exer-learning games that can be applied to…
Descriptors: Foreign Countries, Elementary School Students, Electronic Learning, Computer Games
McConnell, William J.; Dickerson, Daniel – Science and Children, 2013
One game that seems to intrigue almost any child is Angry Birds, a popular video game available on most media devices in which a player uses a slingshot to hurl small, angry birds through the air in hopes they will knock over pigs resting on complex, destructible structures. Presented in this article is a half-day lesson, in which fourth graders…
Descriptors: Science Instruction, Video Games, Elementary School Science, Grade 4
Cuccurullo, Stefania; Francese, Rita; Passero, Ignazio; Tortora, Genoveffa – International Journal of Distance Education Technologies, 2013
The environmental priority requires structural interventions that will be effective in the long period only if they are accompanied by modifications of behaviors, orientations and beliefs, specially investing in the new generations. This paper presents a 3D Virtual World serious game named Pappi World, designed according to pedagogical theories…
Descriptors: Sanitation, Computer Simulation, Simulated Environment, Educational Technology
Stead, Di; Griffiths, Tim – Primary Science, 2013
It is generally accepted that children develop their own ideas about what is happening in their world through what they see with their own eyes. Children often hold ideas that are quite different from acceptable science because they construct alternative meanings from their own individual experiences. The role of the teacher is much more…
Descriptors: Educational Games, Teachers, Video Technology, Science Instruction
Ingram-Goble, Adam – ProQuest LLC, 2013
This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially…
Descriptors: Role Playing, Educational Games, Social Change, Computer Simulation
Roscoe, Rod D.; Snow, Erica L.; McNamara, Danielle S. – Grantee Submission, 2013
This study investigates students' essay revising in the context of an intelligent tutoring system called "Writing Pal" (W-Pal), which combines strategy instruction, game-based practice, essay writing practice, and automated formative feedback. We examine how high school students use W-Pal feedback to revise essays in two different…
Descriptors: Essays, Revision (Written Composition), Intelligent Tutoring Systems, Educational Games
Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce; Ellis, James D.; Bulgren, Janis – Journal of Research on Technology in Education, 2015
Reason Racer is an online, rate-based, multiplayer game that applies specific game features in order to engage middle school students in introductory knowledge of and thinking related to scientific argumentation. Game features include rapid and competitive play, timed performance, immediate feedback, and high rates of response across many…
Descriptors: Middle School Students, Scientific Literacy, Persuasive Discourse, Educational Games

Peer reviewed
Direct link
