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Sánchez, María José Naranjo; Garcia, Mª Mercedes Rico; Santamaría, Héctor Sánchez; Serrat, Jesús Salguero – International Association for Development of the Information Society, 2019
With the recent emergence of the interactive TV, the iTV starts to gain ground as a learning social media forgotten in the last decades due to previously existing applications (smart phones, tablets, laptops) that surpassed it. The TV has always been used as a means of transmission and family conciliatory, but, at the same time, the necessary…
Descriptors: Second Language Learning, Second Language Instruction, Interactive Video, Social Media
Lowien, Nathan – English in Australia, 2016
The past decade has seen videogames become an important facet in the economic and cultural tapestry of the 21st century. However, while the Australian Curriculum: English (ACE) advocates the teaching of multimodal texts (ACARA, 2016), videogames have been neglected within the curriculum. Nevertheless, such a significant aspect of popular 21st…
Descriptors: Semiotics, Values, Video Games, Foreign Countries
Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette – Journal of Science Education and Technology, 2016
Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a…
Descriptors: Inquiry, Science Instruction, Video Games, Technology Uses in Education
Tyndale, Eric; Ramsoomair, Franklin – Journal of Educational Technology, 2016
Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…
Descriptors: Video Games, Handheld Devices, Story Telling, Interactive Video
Holmes, Jeffrey Brandon – ProQuest LLC, 2016
This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Staiano, Amanda; Kihm, Holly S.; Sandoval, Patricia – Journal of Family and Consumer Sciences, 2018
Obesity and weight management in children and youth continue to be challenging to address, affecting one-third of children and adolescents in the United States. Fewer than half of children (ages 6-11 years) and 8% of adolescents meet recommendations for daily physical activity. However, exergaming (a physical form of controlling video games) has…
Descriptors: Physical Activities, Video Games, Obesity, Body Weight
Acosta, Melanie M.; Denham, André R. – Urban Review: Issues and Ideas in Public Education, 2018
Educational game designers and educators are using digital games as a platform for teaching academic content, including multicultural curriculum. However, it is unclear how well digital game-based learning can coexist with the goals of multicultural education for the purpose of meeting the needs of African American children. In this essay, we…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
Lu, Andrew; Chan, Sandra; Cai, Yiyu; Huang, Lihui; Nay, Zin Tun; Goei, Sui Lin – Interactive Learning Environments, 2018
Autism Spectrum Disorder (ASD) is a developmental disorder with different levels of severity. Although the exact causes of ASD is not yet known, nor is there a medical cure for ASD to date, special facilities and schools have been established to help individuals coping better and becoming more independent. With the advancement in Virtual Reality…
Descriptors: Autism, Pervasive Developmental Disorders, Simulated Environment, Educational Technology
Hendra – TESOL International Journal, 2018
In the digital era, some people must use technology to support their works or even their pleasure time. A game is one of the digital applications for some people to spend their leisure time, including children. However, indirectly, a game also can be an educational tool for children, especially for language. Based on the description, the…
Descriptors: Foreign Countries, English (Second Language), Vocabulary Development, Video Games
Kjällander, Susanne; Frankenberg, Sofia Johnson – International Journal of Research & Method in Education, 2018
This article takes its point of departure in the research methodology of a comprehensive and multi-disciplinary innovative intervention study in Swedish preschools with preschoolers aged 3-5, involving two digital learning games focusing early math and executive functions. Based on a combination of video-ethnography, focus groups, field notes and…
Descriptors: Foreign Countries, Intervention, Preschool Education, Preschool Children
Danby, Susan; Evaldsson, Ann-Carita; Melander, Helen; Aarsand, Pål – British Journal of Educational Technology, 2018
Collaboration is an important aspect of social activity associated with young children's digital gameplay. Children organise their participation as they communicate with and support one another, through sharing knowledge and problem-solving strategies, displaying their expertise, encouraging others and creatively exploring possibilities for…
Descriptors: Cooperation, Video Games, Young Children, Play
Glass, Graham – Childhood Education, 2018
New classroom practices can be brought into the classroom that engage students through their enjoyment of games, while building their confidence and bolstering their understanding that mistakes are valuable stops along the journey to understanding.
Descriptors: Teaching Methods, Learner Engagement, Educational Games, Elementary School Students
Barr, Matthew – Online Submission, 2018
Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to…
Descriptors: Student Attitudes, Undergraduate Students, Late Adolescents, Game Based Learning
Richard, Gabriela T. – Educational Technology, 2017
Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…
Descriptors: Video Games, Cultural Context, Design Preferences, Equal Education
Whitton, Nicola; Maclure, Maggie – Discourse: Studies in the Cultural Politics of Education, 2017
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…
Descriptors: Video Games, Teaching Methods, Educational Games, Technology Uses in Education

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