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Dawson, Kathryn; Cawthon, Stephanie W.; Baker, Sally – Research in Drama Education, 2011
Applied theatre often draws upon critical pedagogy and constructivist methodology as a way to bring participants into direct engagement with their own learning experiences. As learners, adults bring a wealth of perspectives that further affect how they interact with an applied theatre experience. "Drama for Schools" (DFS) is a…
Descriptors: Educational Strategies, Constructivism (Learning), Graduate Students, Critical Theory
Weisskirch, Robert S. – International Journal for the Scholarship of Teaching and Learning, 2009
The beginning of advanced courses often requires a review of fundamental concepts. Such review is often tedious and boring for both student and instructor. Instead, an active learning exercise such as a modified Bingo exercise can serve to review and re-educate at the same time. Ninety-two university students rated their understanding of…
Descriptors: Fundamental Concepts, Advanced Courses, Learning Activities, Educational Games
Farmer, Lesley; Murphy, Nora – Educational Media and Technology Yearbook, 2009
Egaming reveals gender-linked issues that need to be addressed explicitly in order to ensure gender equity when incorporating egames and egaming elements into school library programs. Egaming traditionally connoted male dominance. Teacher librarians (TL) should consider factors in egaming that repel and attract females in order to can set up…
Descriptors: Females, Equal Education, School Libraries, Educational Technology
Yoder, Maureen Brown – Learning & Leading with Technology, 2009
For a kindergarten teacher trying to find a new way to help his/her students learn about shapes and patterns or a high school science teacher hoping to bring ecology alive, there is a tool that could be just right for them. This article presents five learning tools that have the potential to transform lessons: (1) Lego Education's WeDo Robotics…
Descriptors: Virtual Classrooms, Young Children, Toys, Instructional Materials
Fleck, Bethany K. B.; Hussey, Heather D. – Journal on Excellence in College Teaching, 2009
The authors describe an original and unique series of classroom group-work activities organized as a competitive game called "Project Psychology," which was implemented in an Introduction to Psychology course. The project goals included increasing student participation, interest, content comprehension, and motivation. Fostering…
Descriptors: Psychology, College Instruction, Competition, Group Activities
Nisbet, Steven; Williams, Anne – Australian Mathematics Teacher, 2009
A study was undertaken to implement a series of chance games and activities in a Year 7 classroom, and investigate the students' knowledge about probability concepts, as well as their attitudes to chance. Initially, the project involved selecting a set of appropriate learning activities to develop key probability concepts which are integral to the…
Descriptors: Student Attitudes, Learning Experience, Student Motivation, Probability
Kebritchi, Mansureh; Hirumi, Atsusi; Kappers, Wendi; Henry, Renee – British Journal of Educational Technology, 2009
This paper identifies resources to be included in a website designed to facilitate the integration of instructional games in K-12 settings. Guidelines and supporting components are based on a survey of K-12 educators who are integrating games, an analysis of existing instructional game websites, and summaries of literature on the use of…
Descriptors: Curriculum Development, Educational Games, Elementary Secondary Education, Educational Technology
Kaufmann, Matthew L.; Bomer, Megan A.; Powell, Nancy Norem – Mathematics Teacher, 2009
Students enter the geometry classroom with a strong concept of fairness and a sense of what it means to "play by the rules," yet many students have difficulty understanding the postulates, or rules, of geometry and their implications. Although they may never have articulated the properties of an axiomatic system, they have gained a practical…
Descriptors: Verbal Communication, Play, Geometry, Thinking Skills
Wright, Steven; McNeill, Mike; Fry, Joan M. – Sport, Education and Society, 2009
This study examined the teaching of games via a tactical approach (also known as teaching games for understanding) from the theoretical perspective of social constructivism. A pilot study (of student teachers (STs) and pupils) informed the "main" study which included collecting data on 49 STs, 58 cooperating teachers (CTs) and 1177 pupils. ST data…
Descriptors: Constructivism (Learning), Games, Questionnaires, Interviews
Jurcevic, John S. – Physics Teacher, 2008
For most of our students, video games are a normal part of their lives. We should take advantage of this medium to teach physics in a manner that is engrossing for our students. In particular, modern video games incorporate accurate physics in their game engines, and they allow us to visualize the physics through flashy and captivating graphics. I…
Descriptors: Video Games, Physics, Motion, Computer Uses in Education
Harris, Christopher – School Library Journal, 2008
The digital age has freed information from the restrictive hierarchies of traditional cataloging methods, notably Dewey. Although libraries still deal with the challenge of physical books, online content is a different matter. Thanks to the unregulated, grassroots cataloging effort known as tagging, the Web presents a glorious chaos of…
Descriptors: Internet, Cataloging, Libraries, Classification
Eskritt, Michelle; McLeod, Kellie – Journal of Experimental Child Psychology, 2008
When given the opportunity to take notes in memory tasks, children sometimes make notes that are not useful. The current study examined the role that task constraints might play in the production of nonmnemonic notes. In Experiment 1, children played one easy and one difficult memory game twice, once with the opportunity to make notes and once…
Descriptors: Recall (Psychology), Memorization, Child Psychology, Experimental Psychology
Prensky, Marc – British Journal of Educational Technology, 2008
In the companion article, "Spirit of the Game: Empowering Students as Designers in Schools?", author Cher Ping Lim puts forth strong arguments supporting the creation and use of curricular, educational games in our schools and education. His essay ends with the question "Can students build such games?" This paper responds to this question and…
Descriptors: Educational Games, Computers, Student Role, Curriculum Development
Goeree, Michelle S.; Hinloopen, Jeroen – Journal of Economic Education, 2008
The authors describe a classroom experiment that illustrates the research and development investment incentives facing firms when technological spillovers are present. The game involves two stages in which student "sellers" first make investment decisions and then production decisions. The classroom game can be used to motivate…
Descriptors: Investment, Research and Development, Economics Education, Incentives
Hainey, Thomas; Connolly, Thomas – International Journal of Virtual and Personal Learning Environments, 2010
A highly important part of software engineering education is requirements collection and analysis, one of the initial stages of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation…
Descriptors: Educational Games, Engineering Education, Design Requirements, Course Evaluation

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