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Clarke, Doug M.; Downton, Ann; Roche, Anne – Teaching Children Mathematics, 2011
Considerable evidence shows that the number line is a powerful learning tool for children in elementary school. Diezmann and Lowrie (2006) noted several cognitive advantages for users, including opportunities to demonstrate the continuity aspect of numbers as well as the provision of a useful tool for representing and solving problems. However,…
Descriptors: Elementary School Students, Developmentally Appropriate Practices, Mathematics Instruction, Elementary School Mathematics
DiBattista, David – Teaching of Psychology, 2011
The Monty Hall dilemma (MHD) is a remarkably difficult probability problem with a counterintuitive solution. Undergraduate students used an interactive digital learning object that provided a set-based, animated explanation of the solution to the MHD and let them play games designed to increase understanding of the solution. More than 60% of users…
Descriptors: Undergraduate Students, Psychology, Probability, Educational Games
Ramentol, Salvador Vidal – Australian Primary Mathematics Classroom, 2011
The aversion that many girls and boys experience towards mathematics has been one of the author's major concerns since he started teaching. In this article, he describes a project called "Numbers Day" that was designed to improve students' attitudes toward mathematics. There are many features of Numbers Day that teachers might…
Descriptors: Student Attitudes, Numbers, Student Motivation, Mathematics Instruction
Morris, Todd A. – Journal of Chemical Education, 2011
For beginning chemistry students, the basic tasks of writing chemical formulas and naming covalent and ionic compounds often pose difficulties and are only sufficiently grasped after extensive practice with homework sets. An enjoyable card game that can replace or, at least, complement nomenclature homework sets is described. "Go Chemistry" is…
Descriptors: Knowledge Level, Chemistry, Educational Games, Science Instruction
Aljadeff-Abergel, Elian – Journal of Physical Education, Recreation & Dance (JOPERD), 2011
Karate can contribute to learning in all three domains (psychomotor, cognitive, and affective), even in elementary-age children. Nevertheless, physical education teachers receive minimal or no training in teaching karate in school settings and are skeptical about doing so. The purpose of this article is to enable physical educators to teach…
Descriptors: Physical Education, Physical Education Teachers, Elementary School Students, Psychomotor Skills
Laine, Teemu H.; Nygren, Eeva – Technology, Pedagogy and Education, 2016
Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process. In active integration, the technology integrates learning resources into a learning space, making it…
Descriptors: Technology Integration, Educational Technology, Influence of Technology, Learning Experience
Mendoza-Gonzalez, Ricardo, Ed. – IGI Global, 2016
In today's society, educational opportunities have evolved beyond the traditional classroom setting. Most universities have implemented virtual learning environments in an effort to provide more opportunities for potential or current students seeking alternative and more affordable learning solutions. "User-Centered Design Strategies for…
Descriptors: Online Courses, Curriculum Design, Virtual Classrooms, Best Practices
Kirkorian, Heather L.; Pempek, Tiffany A. – ZERO TO THREE, 2013
As interactive screens (e.g., tablet computers, smartphones) continue to enter the homes of young children, it becomes increasingly important to understand the impact of these technologies on development. Some studies suggest that while traditional television and videos hold little educational value for toddlers, young children may be able to…
Descriptors: Toddlers, Manipulative Materials, Technology Uses in Education, Influence of Technology
Jackson, G. Tanner; McNamara, Danielle S. – Journal of Educational Psychology, 2013
One strength of educational games stems from their potential to increase students' motivation and engagement during educational tasks. However, game features may also detract from principle learning goals and interfere with students' ability to master the target material. To assess the potential impact of game-based learning environments, in this…
Descriptors: Intelligent Tutoring Systems, Educational Games, Student Motivation, Learning
Lin, Chun-Hung; Liu, Eric Zhi-Feng; Chen, Yu-Liang; Liou, Pey-Yan; Chang, Maiga; Wu, Cheng-Hong; Yuan, Shyan-Ming – Educational Technology & Society, 2013
The study examines the effectiveness of using computer games for after-school remedial mastery learning. We incorporated instructional materials related to "area of a circle" into the popular Monopoly game to enhance the performance of sixth-grade students learning mathematics. The program requires that students enter the answers to…
Descriptors: Foreign Countries, Mastery Learning, Remedial Instruction, Elementary School Students
Pillay, Soma; James, Reynold – Education & Training, 2013
Purpose: Higher education is influenced, to an increasing extent, by changing student demographics. This requires educators to design and deliver learning systems which will enhance students' learning experience with innovative, real world and engaging resources. The authors predict that transformations in the learning systems will increase as…
Descriptors: Cultural Pluralism, Teaching Methods, Feedback (Response), Learning Experience
Li, Qing; Lemieux, Collette; Vandermeiden, Elise; Nathoo, Shahista – Journal of Research on Technology in Education, 2013
This research study examines preservice teachers' experiences of learning through game design. In particular, we investigate how their perceptions of digital games have evolved through the process of designing and building their own educational games. We are also concerned with the knowledge and reasoning skills that preservice teachers…
Descriptors: Secondary School Mathematics, Mathematics Instruction, Preservice Teachers, Design
Hsu, Chung-Yuan; Tsai, Chin-Chung – Interactive Learning Environments, 2013
Educational researchers have indicated that although computer games have the potential to promote students' motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers'…
Descriptors: Science Instruction, Scientific Concepts, Educational Games, Learner Engagement
Orense, Adrian; Decena, Berlyn Anne; Feria, Rommel – International Association for Development of the Information Society, 2013
Kinesthetic learning, one of the VAK learning styles, is now also being adapted by different gaming consoles and platforms. This paper presents Salapiggy, a two-part kinesthetic educational Sifteo game that has both a tutorial on money and sorting game. It is localized in the Philippines and uses Filipino as the User Interface Language and the…
Descriptors: Kinesthetic Perception, Teaching Methods, Educational Games, Arithmetic
Spencer, Peta – Mathematics Education Research Group of Australasia, 2013
The concept of mobile technologies is now an emergency theme in educational research, yet the playing of these edutainment applications and their impact on early childhood learning needs to be fully explored. This study highlights current research and explores how iPads improve student learning. It also examines how the introduction of iPads,…
Descriptors: Telecommunications, Handheld Devices, Mathematics Instruction, Numeracy

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