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Gilbert, Juan E.; Eugene, Wanda; Swanier, Cheryl; Arbuthnot, Keena; Hood, Stafford; Grant, Michael McKenzie; West, Melanie L. – Journal of Educational Technology, 2008
When culture is integrated into the mathematics classroom, it improves students' academic achievement, helps move classrooms towards an equitable learning environment, helps students to have positive beliefs about mathematics, and integrates mathematics with other disciplines. Moreover, if you observe today's kids, the use of video games in their…
Descriptors: Culturally Relevant Education, Instructional Design, Educational Practices, Case Studies
Shute, Valerie J.; Ventura, Matthew; Bauer, Malcolm; Zapata-Rivera, Diego – ETS Research Report Series, 2008
To reveal what is being learned during the gaming experience, this report proposes an approach for embedding assessments in immersive games, drawing on recent advances in assessment design. Key to this approach are formative assessment to guide instructional experiences and evidence-centered design to systematically analyze the assessment argument…
Descriptors: Educational Games, Formative Evaluation, Instructional Design, Evidence Based Practice
Ke, Fengfeng – International Journal of Computer-Supported Collaborative Learning, 2008
This field study investigated the application of cooperative, competitive, and individualistic goal structures in classroom use of computer math games and its impact on students' math performance and math learning attitudes. One hundred and sixty 5th-grade students were recruited and randomly assigned to Teams-Games-Tournament cooperative gaming,…
Descriptors: Control Groups, Mathematics Tests, Cooperative Learning, Field Studies
Green, Patricia J.; Sha, Mandy; Liu, Lu – RTI International, 2011
In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…
Descriptors: Foreign Countries, English (Second Language), Middle School Students, Partnerships in Education
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
Piscalkiene, Viktorija – Online Submission, 2009
Attention-deficit/hyperactivity disorder (AD/HD) negatively affects the cognitive and psychomotoric spheres of the pupil's social behavior and social adaptation. The review of many studies states that pupils with AD/HD achieve worse learning results because of insufficiently functioning cognitive processes, such as attention, (work) memory,…
Descriptors: Behavior Problems, Social Behavior, Attention Deficit Hyperactivity Disorder, Social Development
Hickey, Daniel T.; Ingram-Goble, Adam A.; Jameson, Ellen M. – Journal of Science Education and Technology, 2009
This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of…
Descriptors: Feedback (Response), Test Items, Student Evaluation, Achievement Tests
Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video
Freshwater, Amy; Sherwood, Elizabeth; Mbugua, Esther – Childhood Education, 2008
Sharing classroom practices across international borders can add new dimensions to teaching methods, no matter where one calls home. With this idea in mind, the authors (two U.S. early childhood teacher educators and a Kenyan-born U.S. early childhood teacher) have corresponded for several years through e-mail with a small group of early childhood…
Descriptors: Classroom Techniques, Play, Physical Activities, Music Activities
Tankersley, Karen – Association for Supervision and Curriculum Development, 2007
Now that standardized tests are a fact of life in every school and classroom, here's a book that explains how to use sample questions from high-stakes tests as the basis for constructing engaging lessons and meaningful learning experiences. Using samples from language arts, science, social studies, and math, Karen Tankersley familiarizes you with…
Descriptors: Word Lists, Standardized Tests, High Stakes Tests, Thinking Skills
Waters, John K. – T.H.E. Journal, 2007
This article reports the potential of online role-playing games to be a powerful tool for English as a second language (ESL) learning. When Professor Edd Schneider and game designer Kai Zheng suggested to attendees gathered in San Francisco last spring for the annual Game Developers Conference that massively multiplayer online role-playing games,…
Descriptors: Foreign Countries, Educational Technology, Language Skills, English (Second Language)
Coles, Claire D.; Strickland, Dorothy C.; Padgett, Lynne; Bellmoff, Lynnae – Research in Developmental Disabilities: A Multidisciplinary Journal, 2007
Unintentional injuries are a leading cause of death and disability for children. Those with developmental disabilities, including children affected by prenatal alcohol exposure, are at highest risk for injuries. Although teaching safety skills is recommended to prevent injury, cognitive limitations and behavioral problems characteristic of…
Descriptors: Safety Education, Learning Problems, Developmental Disabilities, Fetal Alcohol Syndrome
Matthias, Diana C. J.; Barrett, Jesse – 1993
This art education resource, designed for use in the Snite Museum of Art, may also be used with slides or reproductions. Black and white reproductions are included for each of the art works represented, along with title, artist, date, and media information. This three part gallery guide presents a brief synopsis of the stories narrated in the…
Descriptors: Art, Art Appreciation, Art Criticism, Art Education
LaMotte Co., Chestertown, MD. – 1993
The goal of this mini-curriculum is for students to examine, discover, and compare the physical and chemical properties of soil. Seven units are designed to be presented as a lecture and to allow 30 to 40 students to perform every procedure, each testing their own soil sample. Games are provided in each section to reinforce the concepts presented…
Descriptors: Chemistry, Ecology, Educational Games, Elementary Secondary Education
Yarnall, Louise; Kafai, Yasmin – 1996
One of the most pressing issues in education is the importance of creating learning contexts and communities that are based on children's thinking in science and enhancing their understanding of pertinent concepts. In this research study, fifth grade students (N=20) were asked to design a game teaching younger students about the ocean environment.…
Descriptors: Constructivism (Learning), Cooperative Learning, Educational Games, Elementary Education

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