Publication Date
In 2025 | 44 |
Since 2024 | 175 |
Since 2021 (last 5 years) | 686 |
Since 2016 (last 10 years) | 1541 |
Since 2006 (last 20 years) | 2238 |
Descriptor
Source
Author
Hwang, Gwo-Jen | 15 |
Beavis, Catherine | 9 |
Hong, Jon-Chao | 9 |
Rahimi, Seyedahmad | 8 |
Clark, Douglas B. | 7 |
Denner, Jill | 7 |
Fokides, Emmanuel | 7 |
Ji-Eun Lee | 7 |
Mayer, Richard E. | 7 |
Cardoso, Walcir | 6 |
Chen, Ching-Huei | 6 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 58 |
Practitioners | 37 |
Researchers | 15 |
Students | 9 |
Policymakers | 7 |
Parents | 5 |
Administrators | 4 |
Counselors | 1 |
Location
Turkey | 151 |
Taiwan | 101 |
Australia | 58 |
China | 38 |
United Kingdom | 36 |
Canada | 31 |
Germany | 30 |
Japan | 29 |
Brazil | 27 |
Greece | 26 |
Indonesia | 26 |
More ▼ |
Laws, Policies, & Programs
United Nations Convention on… | 4 |
Elementary and Secondary… | 3 |
First Amendment | 1 |
No Child Left Behind Act 2001 | 1 |
Race to the Top | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 5 |
Meets WWC Standards with or without Reservations | 5 |
Kutay, Cat; Mooney, Janet; Riley, Lynette; Howard-Wagner, Deirdre – Australian Journal of Indigenous Education, 2012
This article explores a project at the Koori Centre, University of Sydney, funded by the Australian Learning and Teaching Council (ALTC) in 2011, titled "Indigenous On-Line Cultural Teaching and Sharing". One of the team members (Kutay) was also a project team member on the ALTC-funded project "Exploring PBL in Indigenous Australian…
Descriptors: Foreign Countries, Indigenous Populations, Indigenous Knowledge, Cultural Education
Meluso, Angela; Zheng, Meixun; Spires, Hiller A.; Lester, James – Computers & Education, 2012
Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact student learning in STEM content areas and that collaborative gameplay may be of particular…
Descriptors: Self Efficacy, Grade 5, Educational Games, STEM Education
Zheng, Meixun; Spires, Hiller A. – International Journal of Virtual and Personal Learning Environments, 2014
This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon…
Descriptors: Elementary School Students, Grade 5, Learner Engagement, Attention
Wu, Min Lun; Richards, Kari; Saw, Guan Kung – Computers in the Schools, 2014
A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…
Descriptors: Foreign Countries, Mixed Methods Research, Computer Games, Educational Games
Education Scotland, 2014
This report evaluates college programmes which deliver education and training in computer and digital media technology, rather than in computer usage. The report evaluates current practice and identifies important areas for further development amongst practitioners. It provides case studies of effective practice and sets out recommendations for…
Descriptors: Educational Practices, Case Studies, Educational Improvement, Educational Quality
Biagi, Federico; Loi, Massimo – European Journal of Education, 2013
Based on PISA 2009 data, this article studies the relationship between students' computer use and their achievement in reading, mathematics and science in 23 countries. After having categorised computer use into a set of different activities according to the skills they involve, we correlate students' PISA test-scores with an index capturing the…
Descriptors: Science Achievement, Achievement Rating, Reading Achievement, Mathematics Achievement
Rollins, Karen F. – ProQuest LLC, 2012
The following study examined the difference in science vocabulary acquisition comparing computer-assisted learning and a traditional study review sheet. Fourth and fifth grade students from a suburban school in central Texas were randomly selected and randomly assigned to either experimental group or control group. Both groups were given a…
Descriptors: Vocabulary Development, Elementary School Students, Science Instruction, Computer Assisted Instruction
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Meira, A. – New Media Consortium, 2012
This report reflects a collaborative research effort to help inform Brazilian educational leaders about significant developments in technologies supporting teaching, learning, and creative inquiry in primary and secondary education. In an effort that ran from August through October 2012, a carefully selected group of 30 experts considered hundreds…
Descriptors: Foreign Countries, Elementary Secondary Education, Educational Technology, Technology Uses in Education
Sundqvist, Pia; Sylvén, Liss Kerstin – Research-publishing.net, 2012
This paper presents findings from a study investigating young Swedish learners' extramural (out-of-school) contact with English. In contemporary Sweden, the influx of English is great and research has shown that extramural contact with English correlates positively with students' proficiency in English (Olsson, 2011; Sundqvist, 2009; Sylvén,…
Descriptors: Foreign Countries, Computer Assisted Instruction, English (Second Language), Learning Activities
Moreno, Julian – Educational Technology & Society, 2012
The aim of this paper is to describe a digital game with an educational purpose in the subject of computer programming, which enables students to reinforce and improve their abilities on the concepts of sequencing, defined iteration and nesting. For its design, a problem solving approach was followed and a score comparing mechanism was implemented…
Descriptors: Foreign Countries, Computer Games, Educational Games, Programming
Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole – Cultural Studies of Science Education, 2012
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge…
Descriptors: Foreign Countries, Video Games, Teaching Methods, Botany
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen; Tsai, Chin-Chung – Educational Technology Research and Development, 2012
In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning…
Descriptors: Cognitive Style, Learning Motivation, Program Effectiveness, Natural Sciences
Amory, Alan – Interactive Learning Environments, 2012
It is argued that against the background of a neo-managerial and market-driven global education system, the production and use of technology to support teaching and learning perpetuates hegemonic behaviorist values. Activity theory, as a lens, is used to explore the power relations that are integral to the development and use of Reusable Learning…
Descriptors: Blended Learning, Video Games, Educational Technology, Ideology
Duncan, Ishbel; Miller, Alan; Jiang, Shangyi – British Journal of Educational Technology, 2012
Virtual worlds are an important tool in modern education practices as well as providing socialisation, entertainment and a laboratory for collaborative work. This paper focuses on the uses of virtual worlds for education and synthesises over 100 published academic papers, reports and educational websites from around the world. A taxonomy is then…
Descriptors: Foreign Countries, Educational Technology, Computer Simulation, Simulation
Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2011
A game is a set of activities involving one or more players. It has goals, constraints, payoffs, and consequences. A game is rule-guided and artificial in some respects. (Richard Wilson, 2010). According to Garris et al. (2002), define educational game play as "voluntary, nonproductive, and separate from the real world"; and they found…
Descriptors: Educational Games, Learning Activities, Thinking Skills, Skill Development