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Schrier, Karen – Journal of Moral Education, 2015
Ethics education can potentially be supplemented through the use of video games. This article proposes a novel framework (Ethics Practice and Implementation Categorization [EPIC] Framework), which helps educators choose games to be used for ethics education purposes. The EPIC Framework is derived from a number of classic moral development,…
Descriptors: Ethics, Values Education, Teaching Methods, Video Games
Cross, Emma; Mould, David; Smith, Robert – New Review of Academic Librarianship, 2015
The rise of game development and game studies on university campuses prompts academic libraries to consider how to support teaching and research in this area. This article examines current issues and challenges in the development of game collections at academic libraries. The gaming ecosystem has become more complex and libraries may need to move…
Descriptors: Academic Libraries, Library Materials, Video Games, Educational Games
You, Sukkyung; Kim, Euikyung; No, Unkyung – School Psychology International, 2015
Recently, research studies and media have reported on the detrimental effects violent video games have on the social behaviors of adolescents. For example, previous studies have found that playing video games is positively associated with aggressive behaviors and negatively associated with prosocial behaviors. However, very few studies have…
Descriptors: Violence, Video Games, Social Behavior, Self Control
Reese, Debbie Denise; Tabachnick, Barbara G.; Kosko, Robert E. – British Journal of Educational Technology, 2015
Valid, accessible, reusable methods for instructional video game design and embedded assessment can provide actionable information enhancing individual and collective achievement. Cyberlearning through game-based, metaphor-enhanced learning objects (CyGaMEs) design and embedded assessment quantify player behavior to study knowledge discovery and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Design
Waddington, David I. – Educational Theory, 2015
Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of "Fate of the World," a climate change simulation game, David Waddington addresses these concerns through a…
Descriptors: Video Games, Simulation, Educational Games, Educational Technology
Finke, Erinn H.; Hickerson, Benjamin; McLaughlin, Eileen – Language, Speech, and Hearing Services in Schools, 2015
Purpose: The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Method: Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12…
Descriptors: Parent Attitudes, Video Games, Children, Autism
Slutsky, Ruslan; Slutsky, Mindy; DeShelter, Lori M. – Dimensions of Early Childhood, 2014
Technology now plays a very large role in the way children of all ages play. Children want access to technology, so parents and teachers must determine the best ways to present it to them. Computers are a popular form of technology for children as young as age three. With that in mind, computer games should be problem-solving oriented and…
Descriptors: Computer Games, Young Children, Child Development, Cognitive Development
VerBruggen, Robert – Academic Questions, 2012
Today's video games aren't even a little bit like the ones that came out a few decades ago. Not only has the underlying technology dramatically improved, but the medium has matured remarkably in the years since "Pong" and "Space Invaders." ruled the arcades. The artistic promise of video games has yet to be fulfilled. The current state of the…
Descriptors: Males, Video Games, Higher Education, Information Technology
Montana Office of Public Instruction, 2019
The Montana Youth Risk Behavior Survey (YRBS) is administered by the Montana Office of Public Instruction every two years to students in grades 7 through 12. The purpose of the survey is to help monitor the prevalence of behaviors that not only influence youth health, but also put youth at risk for the most significant health and social problems…
Descriptors: High School Students, Health Behavior, Risk, At Risk Persons
Shelley, Mack, Ed.; Admiraal, Wilfried, Ed.; Akcay, Hakan, Ed. – International Society for Technology, Education, and Science, 2021
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: STEM Education, Chemistry, Science Instruction, Climate
Ebrahimzadeh, Mohsen; Alavi, Sepideh – Cogent Education, 2016
The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to…
Descriptors: English (Second Language), English Language Learners, Student Attitudes, High School Students
Nelson, Larry J.; Coyne, Sarah M.; Howard, Emily; Clifford, Brandon N. – Developmental Psychology, 2016
An approach-avoidance model of social withdrawal (Asendorpf, 1990) identifies 3 types of social withdrawal including shyness, unsociability, and avoidance. Each appears to be uniquely associated with varying indicators of maladjustment in emerging adulthood (Nelson, 2013) but little, if any, work has been done to see how they might be linked to…
Descriptors: Withdrawal (Psychology), Young Adults, Social Media, Electronic Mail
Sasi, Sabri; Chang, Maiga; Altinay-Aksal, Fahriye; Kayimbasioglu, Dervis; Dervis, Huseyin; Kinshuk; Altinay-Gazi, Zehra – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Early childhood quality education is a cornerstone in educational development. Many countries have started to develop their own preschool educational system in accordance with the European Union Standards, where learning English language and using technology are prerequisites. In this research, the peace context was used as a mediator for learning…
Descriptors: Preschool Children, Early Childhood Education, Educational Technology, Technology Integration
Zhu, Wen; Liu, Zhixin – English Language Teaching, 2017
In non literature major dominated university, it is obviously noted that girl students' English (as the second language) presentation scores often higher than boy students in the same teaching environment and evaluation system. A 397 samples' survey has been studied from the aspects of after school activities and sleep schedule to discuss if any…
Descriptors: Females, Engineering Education, Gender Differences, Foreign Countries
Evans, Michael A.; Jones, Brett D.; Akalin, Sehmuz – Afterschool Matters, 2017
Because video games are so popular with young people, researchers have explored ways to use game play to engage students in school subjects (Peppler & Kafai, 2007; Rockwell & Kee, 2011; Small, 2011). Motivating students in science is especially important because of declines both in the number of young people who choose science careers and…
Descriptors: Video Games, Student Motivation, After School Education, After School Programs

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