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Peer reviewedDempsey, John V.; Haynes, Linda L.; Lucassen, Barbara A.; Casey, Maryann S. – Simulation & Gaming, 2002
Describes a study that evaluated computer games, or components of the games, that would lend themselves for use in an educational setting, particularly with adults. Highlights include game selection criteria; gender differences; motivation; learning styles; game features that were essential and those that were distracting; playing strategies; and…
Descriptors: Adult Learning, Cognitive Style, Computer Games, Educational Games
Peer reviewedBalajthy, Ernest – Reading Teacher, 1988
Describes computer software, including "The Electronic Bookshelf" and "Return to Reading," which provides motivation for recreational reading in various ways, including: quizzes, games based on books, and whole language activities for children's literature and young adult fiction. (MM)
Descriptors: Adolescent Literature, Childrens Literature, Computer Games, Computer Software Reviews
Skurzynski, Gloria – School Library Journal, 1993
Discusses children's ability to distinguish fantasy from reality in video games and suggests that there is potential for creative innovative software and graphics. Virtual reality is described and compared to books, and learning about all new electronic genres in addition to the best existing ones is advocated. (EAM)
Descriptors: Adolescents, Books, Children, Comparative Analysis
Peer reviewedGrundy, Shirley – Interchange, 1991
Australian researchers examined a computer adventure game's potential to provide worthwhile learning experiences by videotaping elementary students at play. Results indicated students learned about computers, read, had fun, and solved problems, but the game did not meet specified criteria for a worthwhile educational experience. (SM)
Descriptors: Computer Assisted Instruction, Computer Games, Educational Games, Elementary Education
Trotter, Andrew – Executive Educator, 1991
Describes various electronic technologies available for classroom use, including videocassette news reports, educational computer games based on knowledge of geographical and historical trivia, and other software programs developed expressly for schools. Nintendo Company is being watched for optical disk developments, and "virtual…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Educational Technology
Eisenberg, Mike – Big6 Newsletter, 1998
Presents strategies for relating the Big6 information problem-solving process to sports to gain students' attention, sustain it, and make instruction relevant to their interests. Lectures by coaches, computer-based sports games, sports information sources, the use of technology in sports, and judging sports events are discussed. (LRW)
Descriptors: Athletics, Computer Games, Information Literacy, Information Skills
Peer reviewedAmory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia – British Journal of Educational Technology, 1999
Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)
Descriptors: College Students, Computer Games, Educational Games, Higher Education
Carrington, Victoria – British Journal of Sociology of Education, 2004
In post-industrial societies saturated with the multimodal texts of consumer culture--film, computer games, interactive toys, SMS, email, the internet, television, DVDs--young people are developing literacy skills and knowledge in and for a world significantly changed from that of their parents and educators. Given this context, this paper seeks…
Descriptors: Literacy, Social Influences, Cultural Influences, Computer Mediated Communication
Johnson, Genevieve M. – Canadian Journal of Learning and Technology, 2007
Four hundred five college students completed a questionnaire that assessed patterns of Internet use. Results describe college students, with rare exception, as Internet users. The vast majority of college students frequently communicate online and access websites. While an Internet game experience is typical, relatively few college students are…
Descriptors: College Students, Internet, Computer Use, Use Studies
Priest, Simon; Jackson, Lowell – Camping Magazine, 1988
Explains types of computers, components of the computer, and basic computing terminology. Reviews 12 types of software packages. Suggests uses for the computer in a camp setting. (CS)
Descriptors: Camping, Computer Games, Computer Oriented Programs, Computer Science Education
Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen – 2001
Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…
Descriptors: Children, Computer Games, Games, Mass Media Effects
Jones, Marshall G. – 1999
This paper reports the findings of an ongoing study of engagement in computer-based learning environments. The purpose of the study was to look at what engages people in computer games and to see how those patterns of engagement might be used within computer-based learning environments. The age of participants ranged from four to adulthood.…
Descriptors: Adolescents, Adults, Children, Computer Games
Beavis, Catherine – 1999
Questions about the implications of the new technologies for literacy, literacy teaching, and literacy practices provoke diverse and contradictory responses in the media, in policy documents, in state and national assessment surveys, and among teachers themselves. On one hand, the need for literacy to be reconceptualized and redefined in the face…
Descriptors: Classroom Research, Computer Games, Educational Research, English Curriculum
Peer reviewedCook, Sybilla – Emergency Librarian, 1997
Illustrates how teachers and librarians can use competitive activities to motivate children to read and to encourage personal achievement and group cooperation. Discusses computer games and the group-oriented bees, bowls, circles and quiz contests. Notes the benefits in terms of social interaction, communication, resource-center use, and…
Descriptors: Awards, Competition, Computer Games, Cooperation
Peer reviewedPillay, Hitendra – Journal of Research on Technology in Education, 2002
This exploratory study investigated the influence of two recreational computer games on children's subsequent performance on computer-based instructional tasks. Examined speed, correct solutions, and cognitive processes; and suggests that the extent of recreational game influence depends on how closely the game type matches the design of the tasks…
Descriptors: Academic Achievement, Cognitive Processes, Computer Assisted Instruction, Computer Games

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