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Young, Michael F.; Slota, Stephen; Cutter, Andrew B.; Jalette, Gerard; Mullin, Greg; Lai, Benedict; Simeoni, Zeus; Tran, Matthew; Yukhymenko, Mariya – Review of Educational Research, 2012
Do video games show demonstrable relationships to academic achievement gains when used to support the K-12 curriculum? In a review of literature, we identified 300+ articles whose descriptions related to video games and academic achievement. We found some evidence for the effects of video games on language learning, history, and physical education…
Descriptors: Educational Games, Elementary Secondary Education, Video Games, Evidence
Schrader, Claudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2012
This article presents a review of existent literature that provides insight in the effectiveness of computer learning games. Based on this research, the effectiveness of games is illustrated in detail with regard to three current perspectives on games: design characteristics of games, the process of gameplay and the reflection of specific…
Descriptors: Computer Games, Educational Games, Design Requirements, Literature Reviews
Ott, Michela; Pozzi, Francesca – Behaviour & Information Technology, 2012
This article deals with the issue of creativity and the way this can be supported within technology-enhanced learning experiments. Drawing on a long-term research project in the field of games-based learning, the article describes the methodology adopted during the in-field experiments carried out with the aim of developing young children's…
Descriptors: Creativity, Educational Technology, Educational Games, Computer Uses in Education
Skarr, Adam; Zielinski, Katie; Ruwe, Kellen; Sharp, Hannah; Williams, Randy L.; McLaughlin, T. F. – Education and Treatment of Children, 2014
The purpose of this study was to determine if a typical third-grade boy and fifth-grade girl and a boy with learning disabilities could benefit from the combined use of Direct Instruction (DI) flashcard and math racetrack procedures in an after-school program. The dependent variable was accuracy and fluency of saying basic multiplication facts. A…
Descriptors: Grade 3, Grade 5, Learning Disabilities, Direct Instruction
Chin, Jui-Chih; Tsuei, Mengping – Educational Technology & Society, 2014
The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…
Descriptors: Educational Games, Video Games, Teaching Methods, Young Children
Warren, Scott J.; Gratch, Jonathan S. – International Journal of Virtual and Personal Learning Environments, 2013
Digital games like Where in the World is Carmen San Diego and Oregon Trail have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination. There also has been a rapid expansion of sponsored, formal research, informal inquiry, and a growing…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Romero, Margarida; Usart, Mireia – International Journal of Game-Based Learning, 2013
The use of games for educational purposes has been considered as a learning methodology that attracts the students' attention and may allow focusing individuals on the learning activity through the [serious games] SG game dynamic. Based on the hypothesis that students' Temporal Perspective has an impact on learning performance and time-on-task,…
Descriptors: Time Perspective, Time on Task, Educational Games, Performance
Lee, Hsiao Ping; Huang, Yen-Hsuan; Sheu, Tzu-Fang – International Association for Development of the Information Society, 2013
The number of visually impaired people is increasing year by year. Although attention has been given to the needs of people with disabilities, most of the discussion has focused on social welfare, while talk about assistive technology for people with disabilities is rare. The blind need training courses for reconstruction and rehabilitation.…
Descriptors: Visual Impairments, Blindness, Educational Games, Interactive Video
Brennan, Ross; Vos, Lynn – Journal of Marketing Education, 2013
The need to endow marketing graduates with skills relevant to employability grows ever more important. Marketing math and elementary financial understanding are essential employability skills, particularly given the contemporary emphasis on marketing metrics, but the evidence is that marketing graduates are often relatively weak in such skills.…
Descriptors: Marketing, College Students, Simulation, Educational Games
Berland, Matthew; Lee, Victor R. – International Journal of Game-Based Learning, 2011
This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative--that is, a game requires that players work in joint pursuit of a shared goal--the computational thinking is easily observed as distributed across…
Descriptors: Educational Games, Cooperation, Computation, Thinking Skills
Person, Ashley L.; Colby, Sarah E.; Eubanks, Janie W. – Journal of Nutrition Education and Behavior, 2011
Nutritionopoly, an interactive educational program based on the popular board game, Monopoly, was held at a college university dining hall. Students actively participated in the game while learning important nutrition and health-related information. Feedback showed that it was effective in increasing awareness and knowledge while being fun and…
Descriptors: Feedback (Response), Educational Games, College Students, Educational Strategies
Charles, Darryl; Charles, Therese; McNeill, Michael; Bustard, David; Black, Michaela – British Journal of Educational Technology, 2011
It is generally accepted that informative and timely feedback is important to a student's learning experience within higher education. In the study of commercial digital games it has also become increasingly understood that games are particularly good at providing effective feedback of this form to gameplayers. We discuss recent game based…
Descriptors: Feedback (Response), Educational Games, Student Participation, Computers
van der Meij, Hans; Albers, Eefje; Leemkuil, Henny – British Journal of Educational Technology, 2011
This paper examines whether people benefit more from playing a commercial off-the-shelf game in pairs rather than in solitary mode. The basic idea behind this didactic method is that there is a serious risk that solitary game play yields insufficient articulation and explanation for learning to take place. Participants in the experimental…
Descriptors: Feedback (Response), Play, Educational Games, Cooperation
Pricer, Wayne F. – Community College Enterprise, 2011
In this second installment of a two-part feature on immersive education a webliography will provide resources discussing the use of various types of computer simulations including: (a) augmented reality, (b) virtual reality programs, (c) gaming resources for teaching with technology, (d) virtual reality lab resources, (e) virtual reality standards…
Descriptors: Computer Simulation, Educational Technology, Educational Games, Academic Achievement
Pinter, Klara – PRIMUS, 2011
The emphasis on problem solving and problem solving courses has become a standard staple of most teacher preparation programs in mathematics. While opinions differ on whether problem solving should be integrated throughout the preparatory courses or teachers should also have a dedicated course for it, everybody agrees that problem solving skills…
Descriptors: Problem Solving, Mathematics Instruction, Teacher Education Programs, Educational Games

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