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Chowdhury, Faieza – International Education Studies, 2016
In recent years, education quality and quality assessment have received a great deal of attention at Higher Education Institutions (HEIs) in Bangladesh. Most of the HEIs in Bangladesh face severe resource constraints and find it difficult to improve education quality by improving inputs, such as better infrastructure and modernized classroom…
Descriptors: Foreign Countries, Active Learning, Higher Education, Educational Quality
Terry, Krista, Ed.; Cheney, Amy, Ed. – IGI Global, 2016
The integration of emerging technologies in higher education presents a new set of challenges and opportunities for educators. With a growing need for customized lesson plans in online education, educators are rethinking the design and development of their learning environments. "Utilizing Virtual and Personal Learning Environments for…
Descriptors: Virtual Classrooms, Higher Education, Electronic Learning, Technology Uses in Education
Murphy, Marilyn, Ed.; Redding, Sam, Ed.; Twyman, Janet S., Ed. – Center on Innovations in Learning, Temple University, 2016
The "Handbook on Innovations in Learning", published in 2014, responded to a call by the U.S. Department of Education (ED) to "leverage the innovation and ingenuity this nation is known for to create programs and projects that every school can implement to succeed." In December 2015, passage of the "Every Student Succeeds…
Descriptors: Guides, Individualized Instruction, Minimum Competencies, Individual Characteristics
Zucker, Marc – College Mathematics Journal, 2009
We introduce a simple game made up of a board of coins on a triangular lattice. We then study the possibility of turning the board from one pattern of heads and tails to some other pattern. Given that a solution exists we find a precise answer to the number of solutions possible. We then generalize this to more complex boards with coins of many…
Descriptors: Mathematics Instruction, College Mathematics, Educational Games, Problem Solving
Jan, Mingfong; San, Chee Yam; Tan, Ek Ming – Online Submission, 2011
There is a need for schools to engage students in constructing scientific theories like practicing scientists in order to excel in the 21st century knowledge economy. An approach to engage students in constructing scientific theories is to enculturate students in doing science with language, which differs from the mainstream classroom…
Descriptors: Foreign Countries, Role Playing, Epistemology, Science Instruction
Mayer, Brian – Knowledge Quest, 2011
In their dual roles of teacher and librarian, school librarians have been presented with two new sets of standards that challenge them to redefine how they approach education. AASL's Standards for the 21st-Century Learner take a broad approach to address many of the fundamental skills that make students effective and self-efficient learners.…
Descriptors: Fundamental Concepts, Educational Games, Basic Skills, Interpersonal Competence
Clark, Douglas B.; Nelson, Brian C.; Chang, Hsin-Yi; Martinez-Garza, Mario; Slack, Kent; D'Angelo, Cynthia M. – Computers & Education, 2011
This study investigates the potential of a digital game that overlays popular game-play mechanics with formal physics representations and terminology to support explicit learning and exploration of Newtonian mechanics. The analysis compares test data, survey data, and observational data collected during implementations in Taiwan and the United…
Descriptors: Learner Engagement, Research and Development, Student Attitudes, Mechanics (Physics)
Lindstrom, P.; Gulz, A.; Haake, M.; Sjoden, B. – Journal of Computer Assisted Learning, 2011
The article reports and discusses a long-term qualitative study of forty 8-10-year-old students who regularly played a math game during math lessons for 9 weeks. The goal was to explore the relations between (i) some of the "pedagogical principles" that underlie the game and (ii) the "playing practice" in terms of what actually takes place when…
Descriptors: Video Technology, Play, Educational Technology, Mathematics Instruction
Scoresby, Jon; Shelton, Brett E. – Instructional Science: An International Journal of the Learning Sciences, 2011
The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…
Descriptors: Educational Technology, Data Analysis, Simulated Environment, Educational Games
Echeverria, Alejandro; Garcia-Campo, Cristian; Nussbaum, Miguel; Gil, Francisca; Villalta, Marco; Amestica, Matias; Echeverria, Sebastian – Computers & Education, 2011
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The…
Descriptors: Educational Games, Pretests Posttests, Cooperative Learning, Science Instruction
Ornaghi, Veronica; Brockmeier, Jens; Grazzani Gavazzi, Ilaria – Journal of Cognition and Development, 2011
In this study the authors investigated whether training preschool children in the use of mental state lexicon plays a significant role in bringing about advanced conceptual understanding of mental terms and improved performance on theory-of-mind tasks. A total of 70 participants belonging to two age groups (3 and 4 years old) were randomly…
Descriptors: Theory of Mind, Experimental Groups, Control Groups, Language Role
Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H. – Educational Technology Research and Development, 2008
We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…
Descriptors: Educational Games, Design, Evaluation, Models
What Works Clearinghouse, 2010
"ClassWide Peer Tutoring" is a teaching strategy that involves the entire class in tutoring using a game format. "ClassWide Peer Tutoring" typically uses existing curriculum materials and can be adapted across different grade levels and content areas. The class is divided into two competing teams, and pairs of students are…
Descriptors: Educational Research, Instructional Effectiveness, Intervention, Peer Teaching
Toe, Dianne M.; Paatsch, Louise E. – Journal of Deaf Studies and Deaf Education, 2010
Communication is frequently characterized by a sequence of questions and answers. Little is known about how well students who are deaf or hard of hearing (deaf/HH) understand their hearing classmates in the context of an inclusive setting. This study explored the communication skills used by deaf/HH children when asking and answering questions in…
Descriptors: Hearing Impairments, Deafness, Communication Skills, Skill Development
Park, Andreas – Journal of Economic Education, 2010
In goods markets, an equilibrium price balances demand and supply. In a financial market, an equilibrium price also aggregates people's information to reveal the true value of a financial security. Although the underlying idea of informationally efficient markets is one of the centerpieces of capital market theory, students often have difficulties…
Descriptors: Economics Education, Experiential Learning, Educational Games, Microeconomics

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