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Subramanian, Shree Durga – ProQuest LLC, 2012
Game modding has increasingly become a mainstream and "cutting edge" medium to foster a broad range of critical software design and programming practices to learners coming from wide-ranging educational and professional backgrounds. Participatory practices, like game modding, are highly interest-driven and entail intense engagement with…
Descriptors: Proximity, Video Games, Educational Games, Learning Motivation
Olson, Cathy Applefeld – Teaching Music, 2012
When music lessons really jell for Marilyn Hostetler's students, there's an unmistakable energy that literally sizzles in the air. "Whether you're in the classroom, or even working with adults at a conference or workshop, when real learning happens, it becomes addictive," she says. It was that addiction that first propelled Hostetler…
Descriptors: Music Education, Student Motivation, Music Teachers, Educational Games
Sandberg, J. A. C.; Wielinga, B. J.; Christoph, L. H. – Computers & Education, 2012
The main research question in this article concerns the added value of a prescriptive model in a simulation/gaming environment: KM Quest. KM Quest is meant to support students in the acquisition of both declarative and procedural knowledge in the domain of Knowledge Management (KM). The prescriptive model (KM model) embedded in the KM Quest…
Descriptors: Knowledge Management, Metacognition, Learning, Experiments
Worth, Paula – Teaching History, 2012
Paula Worth was searching not only for a rigorous question, capable of engendering genuine debate, but also for an engaging and enjoyable activity that would secure GCSE students' substantive knowledge. The answer--or rather the question--lay in counterfactual thinking: a carefully crafted game that she devised, based on the structure of a game by…
Descriptors: Foreign Countries, History Instruction, Educational Games, Competition
Foster, Aroutis; Shah, Mamta – Journal of Research on Technology in Education, 2015
This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…
Descriptors: Web 2.0 Technologies, Educational Games, Educational Technology, Computer Assisted Instruction
Kooiman, Brian J.; Sheehan, Dwayne P. – Cogent Education, 2015
Online physical education (OLPE) has been viewed as an oxymoron. Physical education curriculum at all levels seeks to help learners grow socially in the way they interact and deal with diverse and challenging fellow students and settings. Students who have no contact with other students while they are at home for various reasons may not be able to…
Descriptors: Physical Education, Online Courses, Student Participation, Preadolescents
Correa, Vivian I.; Lo, Ya-Yu; Godfrey-Hurrell, Kristi; Swart, Katie; Baker, Doris Luft – Multiple Voices for Ethnically Diverse Exceptional Learners, 2015
In this single-case design study, we examined the effects of an adapted dialogic reading intervention on the oral language and vocabulary skills of four Latino preschool children who were at risk for English language delays. We used adapted dialogic reading strategies in English and two literacy games that included a rapid naming activity and…
Descriptors: Hispanic American Students, Preschool Children, Oral Language, Vocabulary
Kallioniemi, Pekka; Posti, Laura-Pihkala; Hakulinen, Jaakko; Turunen, Markku; Keskinen, Tuuli; Raisamo, Roope – Journal of Educational Technology Systems, 2015
This article presents an innovative, gameful, multimodal, and authentic learning environment for training of oral communication in a foreign language--a virtual adventure called Berlin Kompass. After a brief presentation of the pedagogical and technological backgrounds, the system is described. Central results of a series of pilots in autumn 2013…
Descriptors: Second Language Learning, Questionnaires, Secondary School Students, Cooperative Learning
Cheon, Jongpil; Chung, Sungwon; Song, Jaeki; Kim, Yongjin – Interactive Learning Environments, 2015
A serious game, which is designed for learning purposes rather than recreational purposes, has been applied for digital game-based Learning. This study investigated the effects of graphic organizers in a serious game, "The Transistor", on learning outcomes and attitudinal perceptions. A total of 99 participants were randomly assigned to…
Descriptors: Instructional Materials, Educational Games, Attitude Measures, Technology Uses in Education
Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah – E-Learning and Digital Media, 2015
As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…
Descriptors: Video Games, Critical Viewing, Popular Culture, Adolescent Attitudes
Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Samur, Yavuz – Educational Media International, 2015
This study examined the effects of a learning game, [The Math App] on the mathematics proficiency of middle school students. For the study, researchers recruited 306 students, Grades 6-8, from two schools in rural southwest Virginia. Over a nine-week period, [The Math App] was deployed as an intervention for investigation. Students were assigned…
Descriptors: Educational Games, Mathematics Skills, Middle School Students, Grade 6
Zhang, M. – Journal of Computer Assisted Learning, 2015
Although the Internet is widely used by students in both formal and informal environments, little is known about how and where youth spend their time online. Using Internet search and Web analytics data, this study discovered a large-scale phenomenon associated with the poor performance of elementary school students in the USA that has been…
Descriptors: Internet, Web Sites, Low Achievement, Elementary School Students
Denholm, John A.; Protopsaltis, Aristidis; de Freitas, Sara – International Journal of Game-Based Learning, 2013
This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from…
Descriptors: Computer Simulation, Computer Games, Educational Games, Teamwork
Schmitz, Birgit; Klemke, Roland; Specht, Marcus – International Journal of Mobile and Blended Learning, 2013
Mobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Telecommunications
Snider, Brent R.; Eliasson, Janice B. – Decision Sciences Journal of Innovative Education, 2013
This teaching brief describes a 30-minute game where student groups compete in-class in an introductory time-series forecasting exercise. The students are challenged to "beat the instructor" who competes using forecasting techniques that will be subsequently taught. All forecasts are graphed prior to revealing the randomly generated…
Descriptors: Introductory Courses, Educational Games, Prediction, Learning Activities

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