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Reese, Curt – Journal of Educational Technology, 2008
Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in…
Descriptors: Communities of Practice, Educational Games, Computer Games, Learning Processes
Buckley, Carol A. – Teaching Children Mathematics, 2008
Using the popular puzzle Sudoku to teach logical reasoning skills to young students offers a concrete way to incorporate an interactive bulletin board into grade 2 and 3 classrooms. The author also suggests ways to differentiate the activity. (Contains 2 figures.)
Descriptors: Bulletin Boards, Grade 2, Grade 3, Mathematical Logic
Matthews, Michael E. – Mathematics Teacher, 2008
This article discusses how teachers can organize and use mathemagic tricks in their curriculum and classroom to enhance conceptual understanding. Four mathemagic tricks are presented and analyzed. (Contains 3 figures and 5 online resources.)
Descriptors: Mathematical Concepts, Teaching Methods, Mathematics Instruction, Creative Teaching
Poon, Kin-Keung; Shiu, Wai-Chee – International Journal of Mathematical Education in Science and Technology, 2008
In this note, we will focus on several applications on the Dirichlet's box principle in Discrete Mathematics lesson and number theory lesson. In addition, the main result is an innovative game on a triangular board developed by the authors. The game has been used in teaching and learning mathematics in Discrete Mathematics and some high schools in…
Descriptors: Foreign Countries, Number Concepts, Mathematics Instruction, Mathematical Concepts
Lehnhoff, Erik; Woolbaugh, Walt; Rew, Lisa – Science Scope, 2008
Plant ecology is an important subject that often receives little attention in middle school, as more time during science classes is devoted to plant biology. Therefore, the authors have developed a series of activities, including a card game--Designing the Perfect Plant--to introduce student's to plant ecology and the ecological trade offs…
Descriptors: Ecology, Biodiversity, Plants (Botany), Middle School Students
Parker, J. R.; Becker, Katrin; Sawyer, Ben – Educational Technology, 2008
Everything old is new again. In a recent "Point of View" editorial commentary in "Educational Technology," Richard E. Clark revisits the now-famous media-effects debate with a focus on serious games. Clark argues that serious games have little to offer that improves upon traditional methods. This article responds to those claims. While Clark's…
Descriptors: Educational Technology, Reader Response, Rhetorical Criticism, Misconceptions
Cheng, Meng-Tzu – ProQuest LLC, 2009
In response to the solicitation of the National Institute on Drug Use (NIDA) (NIDA, 2006) for the "Development of a Virtual Reality Environment for Teaching about the Impact of Drug Abuse on the Brain," a virtual brain exhibit was developed by the joint venture of Entertainment Science, Inc. and Virtual Heroes, Inc.. This exhibit included a…
Descriptors: Middle School Students, Student Attitudes, Video Games, Negative Attitudes
Ramaswami, Rama – Campus Technology, 2009
Educators know that people learn best by doing. When students are doing something rather than reading or learning about it, they learn better. Immersive environments help students retain more information and speed up their learning. There's an enhancement in the way they learn. Immersive environments--which utilize technologies like simulations,…
Descriptors: Computer Simulation, Teaching Methods, Experiential Learning, Colleges
Mitchell, Rebecca – Journal of Computers in Mathematics and Science Teaching, 2011
This paper reports on findings from a five-teacher, exploratory case study, critically observing their implementation of a technology-intensive, augmented reality (AR) mathematics curriculum unit, along with its paper-based control. The unit itself was intended to promote multiple proportional-reasoning strategies with urban, public, middle school…
Descriptors: Mathematics Curriculum, Curriculum Development, Middle School Teachers, Middle School Students
Education Week, 2011
A growing number of educators around the country are turning to technology and different teaching and learning approaches to give students personalized learning experiences that mirror the customized experiences they take for granted outside of school. To meet students' individual needs, they are putting in place 1-to-1 computing programs and…
Descriptors: Educational Technology, Technology Integration, Technology Uses in Education, Individualized Instruction
Johnson, L.; Smith, R.; Levine, A.; Haywood, K. – New Media Consortium, 2010
The "Horizon Report" series is the most visible outcome of the New Media Consortium's Horizon Project, an ongoing research effort established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe. This volume, the "2010…
Descriptors: Advisory Committees, Elementary Secondary Education, Creative Activities, Global Approach
Hupert, Naomi; Cervantes, Francisco; DeGroof, Emily – Education Development Center, Inc., 2010
As part of the "Ready to Learn" Initiative, Education Development Center, Inc. (EDC), was charged with addressing the evaluation of Technological Enhancements for the outreach efforts of three producers: Out of the Blue's Super WHY! Technology Add-On; Sesame Workshop's The Electric Company School's Initiative Curriculum; and WordWorld's…
Descriptors: Public Television, Educational Television, Educational Technology, Technology Uses in Education
Kebritchi, Mansureh – British Journal of Educational Technology, 2010
Even though computer games hold considerable potential for engaging and facilitating learning among today's children, the adoption of modern educational computer games is still meeting significant resistance in K-12 education. The purpose of this paper is to inform educators and instructional designers on factors affecting teachers' adoption of…
Descriptors: Instructional Design, Elementary Secondary Education, Computers, Educational Games
Falloon, Garry – British Journal of Educational Technology, 2010
This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…
Descriptors: Curriculum Development, Community Programs, Foreign Countries, Thinking Skills
Jong, Morris S. Y.; Shang, Junjie; Lee, Fong-Lok; Lee, Jimmy H. M. – International Journal of Distance Education Technologies, 2008
Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field of education and game design in recent years. This article gives an introduction to game-based…
Descriptors: Computer Games, Educational Games, Constructivism (Learning), Electronic Learning

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