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Whitton, Nicola; Hollins, Paul – ALT-J: Research in Learning Technology, 2008
There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…
Descriptors: Higher Education, Educational Benefits, Virtual Classrooms, Educational Games
Livingstone, Daniel; Kemp, Jeremy; Edgar, Edmund – ALT-J: Research in Learning Technology, 2008
While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multi-user 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the…
Descriptors: Educational Technology, Virtual Classrooms, Educational Environment, Educational Games
Foreman, Nigel – Themes in Science and Technology Education, 2009
The benefits of using virtual environments (VEs) in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include…
Descriptors: Technology Uses in Education, Educational Technology, Simulated Environment, Computer Simulation
Borgia, Laurel G.; Jackson, Janet – Journal of Language and Literacy Education, 2009
This study examines a collaborative project between a literacy professor and a classroom teacher. The professor used a Newbery Award winning novel to develop a unit for a fifth-grade classroom using curricular materials and methods that showcased research-based literacy practices. The fifth-grade teacher, in turn, used her knowledge of students'…
Descriptors: Literacy Education, Grade 5, Educational Research, Best Practices
Caballe, Santi, Ed.; Xhafa, Fatos, Ed.; Daradoumis, Thanasis, Ed.; Juan, Angel A., Ed. – Information Science Reference, 2009
Over the last decade, the needs of educational organizations have been changing in accordance with increasingly complex pedagogical models and with the technological evolution of e-learning environments with very dynamic teaching and learning requirements. This book explores state-of-the-art software architectures and platforms used to support…
Descriptors: Electronic Learning, School Activities, Field Studies, Educational Technology
Katre, Dinesh S. – Journal of Educational Technology, 2007
Many e-learning applications and games have been studied to identify the common interaction models of constructivist learning, namely: 1. Move the object to appropriate location; 2. Place objects in appropriate order and location(s); 3. Click to identify; 4. Change the variable factors to observe the effects; and 5. System personification and…
Descriptors: Electronic Learning, Usability, Constructivism (Learning), Heuristics
McCoy, Leah P.; Buckner, Stefanie; Munley, Jessica – Mathematics Teaching in the Middle School, 2007
This article introduces and explains probability games from diverse cultures. Activities are described and teacher-ready materials are included.
Descriptors: Probability, Mathematics Activities, Educational Games, Mathematics Instruction
Kennard, Jackie – Mathematics Teaching Incorporating Micromath, 2007
One of the most interesting developments in teaching has been the growing importance of the outdoor environment. Whether it be playground, garden or field, the outdoors offers a range of challenging experiences, especially in the delivery of early mathematics. Oral feedback to parents, together with photographic displays, can show them that…
Descriptors: Outdoor Education, Elementary School Mathematics, Educational Games, Resource Materials
Kartambis, Kathy – Australian Primary Mathematics Classroom, 2007
Research has established that children's development of addition and subtraction skills progresses through a hierarchy of strategies that begin with counting-by-one methods through to flexible mental strategies using a combination of knowledge of basic facts and understanding of place value. An important transition point is the shift from the…
Descriptors: Mental Computation, Number Concepts, Subtraction, Arithmetic
Holznagel, Donald C.; Klassen, Don – AEDS Monitor, 1976
Descriptors: Computer Science, Educational Games, Educational Technology, Secondary Schools
Peer reviewedCoombs, Don H. – Planning for Higher Education, 1975
The fourteenth in a series of profiles documenting experiences with the use of instructional technology describes the way an entire course can be shaped around a single game. Projects established to promote and support gaming and sources for more information on the subject are also presented. (Author/MLF)
Descriptors: Educational Games, Educational Technology, Game Theory, Instructional Innovation
Peer reviewedSmith, Jerald R. – Business Education Forum, 1976
The author lists the objectives of simulations and briefly mentions the types of games available and how they may be used in the classroom. (AG)
Descriptors: Class Activities, Educational Games, Educational Objectives, Simulation
Peer reviewedBorrell, Richard – Business Education Forum, 1975
Descriptors: Accounting, Business Education, Class Activities, Educational Games
Brewer, M. R. – Visual Education, 1975
Descriptors: Educational Games, Language Aids, Language Instruction, Puppetry
Hatcher, Barbara; And Others – 1988
After a brief discussion of group games as resources for international understanding, this paper provides guidelines for discussing cultural games with children. Twelve games for students between 7 and 12 years of age are described. Games were selected for inclusion because they were: (1) generally cooperative in nature; (2) authentic and…
Descriptors: Childrens Games, Cultural Awareness, Educational Games, Guidelines

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