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Southern Regional Education Board (SREB), 2010
To help students meet higher standards, all academic and career/technical teachers need to be willing and prepared to use reading, writing and mathematics as tools for learning across the curriculum. To do so, they must have access to ongoing professional development, literacy and numeracy coaching, shared strategies, and teamwork to make literacy…
Descriptors: Academic Education, Technical Education, Reading Achievement, Vocabulary
Gutwill, Joshua P.; Allen, Sue – Science Education, 2010
We describe a study of programs to deepen families' scientific inquiry practices in a science museum setting. The programs incorporated research-based learning principles from formal and informal educational environments. In a randomized experimental design, two versions of the programs, called "inquiry games," were compared to two control…
Descriptors: Museums, Exhibits, Effect Size, Inquiry
Hao, Yungwei; Hong, Jon-Chao; Jong, Jyh-Tsorng; Hwang, Ming-Yueh; Su, Chao-Ya; Yang, Jin-Shin – British Journal of Educational Technology, 2010
Learning to write Chinese characters is often thought to be a very challenging and laborious task. However, new learning tools are being designed that might reduce learners' tedium. This study explores one such tool, an online program in which learners can learn Chinese characters through vision-based motion games. The learner's gestures are…
Descriptors: Instructional Design, Learning Strategies, Motion, Second Language Learning
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Information Technology, Educational Technology, Student Attitudes, Online Courses
Carliner, Saul, Ed.; Ostashewski, Nathaniel, Ed. – Association for the Advancement of Computing in Education, 2015
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia 2015: World Conference on Educational Media &…
Descriptors: Educational Technology, Technology Uses in Education, Action Research, Instructional Design
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
Kahn, Melvin A.; Perez, Kathleen M. – Journal of Political Science Education, 2009
This paper is an exploratory study of Professor Don Jansiewicz's GAME of POLITICS (The Game) simulation. The course instructor employs The Game in his introductory American Politics class as a learning tool for better understanding the legislative-executive process. Our exploratory study used legislative-executive process questions as part of two…
Descriptors: College Students, Tests, Study Guides, Educational Games
Campbell, Tessa N. – American Biology Teacher, 2009
The plasma membrane is the membrane that serves as a boundary between the interior of a cell and its extracellular environment. Lipid rafts are microdomains within a cellular membrane that possess decreased fluidity due to the presence of cholesterol, glycolipids, and phospholipids containing longer fatty acids. These domains are involved in many…
Descriptors: Active Learning, Teaching Methods, Creative Teaching, Scientific Concepts
Klappa, Peter – Bioscience Education, 2009
Several teaching approaches with a focus on active learning have been developed in the past, with the aim to encourage the learner to take responsibility for their own learning progress. Most of these approaches augment the learning of material after it was introduced in conventional lectures. The aim of this project was to develop a teaching…
Descriptors: Active Learning, Educational Games, Tests, Biology
Faria, A. J.; Hutchinson, David; Wellington, William J.; Gold, Steven – Simulation & Gaming, 2009
This article examines developments in business simulation gaming during the past 40 years. Covered in this article are a brief history of business games, the changing technology employed in the development and use of business games, changes in why business games are adopted and used, changes in how business games are administered, and the current…
Descriptors: Games, Simulation, Educational Games, Use Studies
Making Web3D Less Scary: Toward Easy-to-Use Web3D e-Learning Content Development Tools for Educators
de Byl, Penny – Innovate: Journal of Online Education, 2009
Penny de Byl argues that one of the biggest challenges facing educators today is the integration of rich and immersive three-dimensional environments with existing teaching and learning materials. To empower educators with the ability to embrace emerging Web3D technologies, the Advanced Learning and Immersive Virtual Environment (ALIVE) research…
Descriptors: Research and Development, Virtual Classrooms, Computer Software Reviews, Courseware
Rosario, Roberto A. Munoz; Widmeyer, George R. – Journal of Information Systems Education, 2009
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other things, the establishment of design principles. These principles have the potential to help designers produce games, where users achieve higher levels of learning. This paper focuses on twelve design principles: Probing, Distributed, Multiple Routes,…
Descriptors: Constructivism (Learning), Educational Games, Scientific Principles, Design Preferences
Clark, Aaron C.; Ernst, Jeremy V. – Technology Teacher, 2009
The authors have devoted a considerable amount of time evaluating the role that gaming and game development plays in the form of curricula integration and as a future career focus for students interested in this field. From the research conducted through the completed National Science Foundation (NSF) project, VisTE: Visualization in Technology…
Descriptors: Technological Literacy, Technology Education, Integrated Curriculum, Unified Studies Curriculum
Mokashi, Neelima A. – Teaching Children Mathematics, 2009
This article depicts the rewarding experience of creating mathematical environments for kindergarten and elementary students by focusing on one of the most important and often difficult-to-grasp concepts (fractions) through play methods incorporated into a math fair. The basic concept of a math fair is threefold: (1) to create preplanned,…
Descriptors: Mathematics Instruction, Kindergarten, Elementary School Students, Mathematical Concepts
Delacruz, Girlie C.; Chung, Gregory K. W. K.; Baker, Eva L. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
This study provides empirical evidence of a highly specific use of games in education--the assessment of the learner. Linear regressions were used to examine the predictive and convergent validity of a math game as assessment of mathematical understanding. Results indicate that prior knowledge significantly predicts game performance. Results also…
Descriptors: Educational Games, Validity, Prior Learning, Scores

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