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Pinder, Patrice J. – Online Submission, 2013
The process of conceptual change can be described as a three phase process. The first phase involves students' possession of initial naive "conceptions/misconceptions," the second phase involves students undergoing a process of "assimilation," and the third phase involves students undergoing a radical process called…
Descriptors: Concept Formation, Misconceptions, Elementary Secondary Education, African American Students
Ozkul, Ahmet – American Journal of Business Education, 2012
Business simulation games are widely used in the classroom to provide students with experiential learning opportunities on business situations in a dynamic fashion. When properly designed and implemented, the computer simulation game can be a useful educational tool by integrating separate theoretical concepts and demonstrating the nature of…
Descriptors: Business Administration Education, Computer Simulation, Educational Games, Educational Technology
Macinko Kovac, Maja; Eret, Lidija – Online Submission, 2012
This article gives insight into methodical correlation model of teaching mathematics and computer science. The model shows the way in which the related areas of computer science and mathematics can be supplemented, if it transforms the way of teaching and creates a "joint" lessons. Various didactic materials are designed, in which all…
Descriptors: Computer Science Education, Mathematics Instruction, Teaching Models, Elementary School Curriculum
Basic Skills Agency, 2012
The "Fun with..." series is a set of six booklets published by the Basic Skills Agency. All are aimed at providing parents, childminders and carers of 3-5-year-olds with practical ideas and activities to support the development of young children through play and games in the Early Years Foundation Stage. This leaflet contains ideas on how to use…
Descriptors: Young Children, Parents, Caregivers, Child Development
Bragg, Leicha A. – Mathematics Education Research Journal, 2012
A challenge for primary classroom teachers is to maintain students' engagement with learning tasks while catering for their diverse needs, capabilities and interests. Multiple pedagogical approaches are employed to promote on-task behaviours in the mathematics classroom. There is a general assumption by educators that games ignite children's…
Descriptors: Mathematics Instruction, Grade 5, Educational Games, Elementary School Mathematics
Panoutsopoulos, Hercules; Sampson, Demetrios G. – Educational Technology & Society, 2012
Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this…
Descriptors: Academic Achievement, Educational Technology, Student Attitudes, Educational Objectives
Gonzalez-Gonzalez, Carina; Blanco-Izquierdo, Francisco – Computers & Education, 2012
In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively…
Descriptors: Video Games, Secondary Education, Online Systems, Educational Games
Siewiorek, Anna; Saarinen, Eeli; Lainema, Timo; Lehtinen, Erno – Computers & Education, 2012
In today's unstable market economy, individuals have to be skilled to work efficiently in constantly changing and complex situations. Thus, graduate students have to be trained to cope with unpredictable situations before they enter the workforce. They need to exercise occupational skills, such as leadership skills, during higher education.…
Descriptors: Graduate Students, Higher Education, Free Enterprise System, Educational Games
Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
Killingsworth, Stephen S.; Clark, Douglas B.; Adams, Deanne M. – International Journal of Education in Mathematics, Science and Technology, 2015
Previous research has demonstrated the efficacy of two explanation-based approaches for increasing learning in educational games. The first involves asking students to explain their answers (self-explanation) and the second involves providing correct explanations (explanatory feedback). This study (1) compared self-explanation and explanatory…
Descriptors: Teaching Methods, Educational Games, Technology Uses in Education, Feedback (Response)
Moizer, Jonathan; Lean, Jonathan – Simulation & Gaming, 2010
This article presents a conceptual analysis of simulation game adoption and use across university faculty. The metaphor of epidemiology is used to characterize the diffusion of simulation games for teaching and learning. A simple stock-flow diagram is presented to illustrate this dynamic. Future scenarios for simulation game adoption are…
Descriptors: Educational Games, Simulation, Adoption (Ideas), College Faculty
Clarke, Doug; Roche, Anne – Australian Primary Mathematics Classroom, 2010
As part of the Contemporary Teaching and Learning of Mathematics Project (CTLM), the mathematics education team at Australian Catholic University has the privilege of working with principals, teachers, students, and parents in schools in the Melbourne Archdiocese. A particular highlight is the opportunity to work alongside project teachers and…
Descriptors: Mathematics, Mathematics Instruction, Educational Games, Elementary School Mathematics
Rosenthal, Martha S. – American Journal of Sexuality Education, 2010
There are many contraceptive choices available to people today. Learning about them can be dry, but the game "Name that Contraceptive!" can be a fun and interactive way to review, remember, and retain the details about contraceptive options. Name that Contraceptive is a card game in which students "bid" on the number of clues it will take them to…
Descriptors: Contraception, Sexuality, Sex Education, Teaching Methods
Kickmeier-Rust, M. D.; Albert, D. – Journal of Computer Assisted Learning, 2010
The idea of utilizing the rich potential of today's computer games for educational purposes excites educators, scientists and technicians. Despite the significant hype over digital game-based learning, the genre is currently at an early stage. One of the most significant challenges for research and development in this area is establishing…
Descriptors: Feedback (Response), Research and Development, Educational Games, Learning Experience
Lu, Jie; Meng, Sue; Tam, Vincent – Educational Media International, 2014
This paper describes a project, including the design, development, and use of a mobile application (referred to as application hereafter) for learning Chinese as a second language in a bilingual primary school. The application was designed for iPod Touch Apple technology with the purpose to facilitate learning of a fundamental set of 200 Chinese…
Descriptors: Teaching Methods, Educational Technology, Telecommunications, Elementary School Students

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