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Yelland, Nicola – Early Child Development and Care, 1995
Explored performance and strategies of children on three sets of LOGO tasks in which they copied a given LOGO figure and directed the turtle to a destination. Found that when the copy task preceded the track task, there were no significant performance differences in accuracy or efficiency of moves to reach the path's end, in contrast to reverse…
Descriptors: Computer Games, Context Effect, Performance Factors, Primary Education

Haier, Richard J.; And Others – Intelligence, 1992
A study of eight normal right-handed men demonstrates widespread significant decreases in brain glucose metabolic rate (GMR) following learning a complex computer task, a computer game. Correlations between magnitude of GMR change and intelligence scores are also demonstrated. (SLD)
Descriptors: Adults, Change, Cognitive Processes, Computer Games

Houser, Rob; DeLoach, Scott – Technical Communication: Journal of the Society for Technical Communication, 1998
Describes seven design principles found in computer games that contribute to the creation of more usable applications. Provides examples from several games to illustrate these principles ("attract mode," clearly stated goals, brief instructions, transparency, performance coaching, "training wheels," and consistent feedback). Argues that games set…
Descriptors: Computer Games, Computer Interfaces, Computer Software Development, Design
Filipczak, Bob – Training, 1997
Describes how computer games can be adapted and used for training. Discusses elements of a well-designed computer-based training course. (JOW)
Descriptors: Adult Education, Computer Assisted Instruction, Computer Games, Material Development

Baker, Ann C.; And Others – Simulation & Gaming, 1997
Simulations and games are designed to provide participants with an experiential context for reflection and learning in classrooms, corporate training centers, and community-based organizations. A conversational approach to debriefing sessions is one way to more deeply involve participants in exploring the meaning of their experience from multiple…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Experiential Learning
Kinnamon, J. C. – Instructor, 1988
Six software products are reviewed including multimedia packages for history/geography and science. Other products include a coloring program, riddle-maker, word puzzle generator, a lesson on counting money, and a math game equipped with animation and sound effects. (IAH)
Descriptors: Computer Games, Computer Software Reviews, Courseware, Elementary Secondary Education

De Jean, Jillian; Upitis, Rena; Koch, Corina; Young, Jonathan – Gender and Education, 1999
Presents a case study of the experiences of six girls with the "Phoenix Quest" (PQ) computer game and compares the responses of 41 boys and 57 girls to the same game. PQ was designed to explore language and mathematics in ways appealing to girls. Celebrating and challenging a female protagonist was important to girls. (SLD)
Descriptors: Case Studies, Computer Games, Females, Language Arts
Rieber, Lloyd P.; Smith, Lola; Noah, David – Educational Technology, 1998
Discussion of the affective domain, learning, and motivation focuses on serious play as a suitable goal for situations requiring learners, both children and adults, to engage in creative higher-order thinking coupled with intense personal commitment and involvement. Suggests that interactive computer games offer opportunities to support serious…
Descriptors: Adult Learning, Computer Games, Learning Processes, Play

Lee, Kwan Min – Educational Media International, 2000
Proposes a theoretical framework for analyzing the effect of MUD (Multi-User Dungeons) playing on users' self-efficacy by applying Bandura's social learning theory, and introduces three types of self-efficacy: computer self-efficacy; social self-efficacy; and generalized self-efficacy. Considers successful performance, vicarious experience,…
Descriptors: Computer Games, Emotional Response, Experience, Models
Garner, Emily J.; Harman, Marsha J.; Bruce, A. Jerry – Journal on School Educational Technology, 2008
The purpose of this investigation was to ascertain the effectiveness of Captain's Log, a computerized cognitive-training program designed to improve attention and reduce impulsivity. Participants consisted of 48 children in third through sixth grades, nominated by teachers for classroom behavior that interfered with their learning. Students were…
Descriptors: Grade 3, Grade 4, Grade 5, Grade 6
Prayaga, Lakshmi; Coffey, John W. – Journal of Educational Technology, 2008
Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics,…
Descriptors: Computer Games, Educational Games, Thinking Skills, Critical Thinking
Johnson, L.; Adams, S. – New Media Consortium, 2011
This paper reflects a collaborative effort between the New Media Consortium (NMC) and the JISC Innovation Support Centres, CETIS and UKOLN. The research underpinning the report makes use of the NMC's Delphi-based process for bringing groups of experts to a consensus viewpoint, in this case around the impact of emerging technologies on teaching,…
Descriptors: Foreign Countries, Scholarship, Comparative Education, Educational Policy
McLellan, Hilary – 1993
Virtual reality technology offers the promise of interaction with a computer-based environment that engages visual, auditory, and tactile perception. Three interrelated virtual reality design topics are particularly relevant to visual literacy. The first is the concept of avatars. Avatars are agents that appear in a virtual world representing the…
Descriptors: Computer Games, Computer Simulation, Design, Educational Media
Subrahmanyam, Kaveri – 2002
Over the past few years, computer applications such as games and the Internet have increased in popularity and children and teens are spending significant amounts of time interacting with them. In order to understand the growing impact of these interactive technologies on youth, this paper briefly reviews previous research on the impact of…
Descriptors: Adolescents, Children, Computer Games, Internet

Inkpen, Kori; And Others – Journal of Computers in Mathematics and Science Teaching, 1994
This paper describes one piece of research that examines how girls interact within an electronic games environment. Girls were observed and interviewed to determine their interest in electronic games, how they play and watch others play; and how the presence of others affects their play. (49 references) (LZ)
Descriptors: Computer Games, Elementary Secondary Education, Females, Mathematics Education