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Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Educational Technology & Society, 2012
The higher education system in Taiwan has increasingly adopted business simulation games (BSGs) in recent years. Previous BSG benefit research has shifted focus from learning performance to motivation due to mixed results. One recent study empirically investigated student perceptions on the continued use of BSGs; however, the counterpart of higher…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
Mysirlaki, Sofia; Paraskeva, Fotini – Electronic Journal of e-Learning, 2012
As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and MMORPGs (Massively Multiplayer Online Role-Playing Games) are complex systems, in which players are…
Descriptors: Teaching Methods, Leadership, Educational Research, Leadership Training
Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
Guevara-Cedeno, J. Y.; Palma-Behnke, R.; Uribe, R. – IEEE Transactions on Education, 2012
In the field of electricity markets, the development of training tools for engineers has been extremely useful. A novel experimental economics approach based on a computational Web platform of an electricity market is proposed here for the practical teaching of electrical engineering students. The approach is designed to diminish the gap that…
Descriptors: Foreign Countries, Theory Practice Relationship, Cooperative Learning, Teaching Methods
Hernandez, Pedro; Gonzalez, Jose Luis – International Journal for Technology in Mathematics Education, 2011
The main purpose of this paper is to present an ongoing research study on the evolution of pre-numerical and pre-inductive levels of ordinal thought in students from three to seven years old. Our methodology is based on multimedia technology, an automatic and objective record of the data and minimal interaction between students and researcher. A…
Descriptors: Foreign Countries, Models, Measurement, Urban Schools
Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
Habgood, M. P. Jacob; Ainsworth, Shaaron E. – Journal of the Learning Sciences, 2011
The concept of "intrinsic motivation" lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of "intrinsic integration" as…
Descriptors: Educational Games, Incentives, Student Motivation, Time on Task
Thomas, Michael K.; Ge, Xun; Greene, Barbara A. – Journal of Educational Computing Research, 2011
This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the…
Descriptors: Video Games, Ethnography, Programming, Skill Development
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
Lotherington, Heather; Ronda, Natalia Sinitskaya – Canadian Journal of Learning and Technology, 2009
This paper outlines a case study conducted in two public schools in the greater Toronto area as a complementary component of a multisite experimental study exploring educational game development as a learning activity for motivating and engaging students in curriculum-related literacy activities (Owston et al., 2007). Researchers studied children…
Descriptors: Educational Games, Sentence Structure, Geography, Grade 4
Jiau, H. C.; Chen, J. C.; Ssu, Kuo-Feng – IEEE Transactions on Education, 2009
Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation…
Descriptors: Self Motivation, Programming, Educational Games, Computer Simulation
Davidson, Jean H.; Preez, Leanne Du; Gibb, Matthew W.; Nel, Etienne L. – Journal of Geography in Higher Education, 2009
This paper presents the results of a simulation exercise designed to explore and understand the implications of trying to survive in a marginal and poverty-stricken African community. The aim of the simulation was to create an approximation of a community involved in an income-generating project, akin to a Public Works Programme. This project…
Descriptors: Geography Instruction, Poverty, Demography, Foreign Countries
Hammer, Jessica; Black, John – Educational Technology, 2009
What makes games effective for learning? The authors argue that games provide vicarious experiences for players, which then amplify the effects of future, formal learning. However, not every game succeeds in doing so! Understanding why some games succeed and others fail at this task means investigating both a given game's design and the…
Descriptors: Educational Games, Teaching Methods, Experiential Learning, Play
Squire, Kurt; Patterson, Nathan – Wisconsin Center for Education Research (NJ1), 2010
This paper explores the possibilities and challenges games and simulations pose for informal science education. The authors begin with a brief overview of the recent history of games and games research. They then attempt to clarify the distinctions between games and simulations. Next, they examine types of informal learning…
Descriptors: Informal Education, After School Programs, Science Education, Educational Games
Maloy, Robert W.; Edwards, Sharon A.; Anderson, Gordon – Journal of STEM Education: Innovations and Research, 2010
This article describes the use of "4MALITY", a web-based mathematics tutoring system, with 125 Massachusetts fourth graders and their teachers in three rural school districts during the 2007-2008 school year. At the outset, "4MALITY" was envisioned as a stand-alone web based system providing tutorial support to individual…
Descriptors: Rural Schools, Creative Writing, Problem Solving, Grade 4

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