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Benne, Marcie R.; Baxter, Kathy K. – Journal of Educational Computing Research, 1998
This assessment of two computerized vocabulary games addressed three issues: (1) did undergraduate students' scores improve when they reviewed the meanings of words?; (2) did students improve their ability to determine the meaning of new words?; and (3) did students with low verbal skills demonstrate greater improvement than students with high…
Descriptors: Computer Games, Educational Games, Evaluation Methods, Higher Education

Millians, David – Simulation & Gaming, 1999
Describes the age-related developmental issues that typically confront teachers and writers in developing and implementing educational simulation/games. Examines physical, personal and social, language, and cognitive factors. Discusses the steps taken in creating a 16-week simulation for 10- and 11-year olds. Provides a source list of games and…
Descriptors: Adolescents, Cognitive Processes, Computer Games, Computer Simulation

Banas, Ed Jr. – Inquiry, 1998
Describes the development of a course on public budgeting and finance, which integrated the use of SimCity Classic, a computer-simulation software, with traditional lecture, guest speakers, and collaborative-learning activities. Explains the rationale for the course design and discusses the results from the first semester of teaching the course.…
Descriptors: Classroom Techniques, Community Colleges, Computer Games, Computer Simulation

Betz, Joseph A. – Journal of Educational Technology Systems, 1996
Discusses the educational uses of computer games and simulations and describes a study conducted at the State University of New York College at Farmingdale that used the computer game "Sim City 2000." Highlights include whole systems learning, problem solving, student performance, nonparametric statistics, and treatment of experimental…
Descriptors: Academic Achievement, Computer Assisted Instruction, Computer Games, Computer Simulation

Kirsh, Steven J. – Childhood: A Global Journal of Child Research, 1998
Investigated the effects of playing violent versus non-violent video games on the interpretation of ambiguous provocation situation. Found that children playing a violent video game responded more negatively to three of six ambiguous provocation story questions than children playing the non-violent video game. Data suggest that playing violent…
Descriptors: Age Differences, Aggression, Attribution Theory, Bias
Tüzün, Hakan; Arkun, Selay; Bayirtepe-Yagiz, Ezgi; Kurt, Funda; Yermeydan-Ugur, Benlihan – Journal of Educational Technology, 2008
In this study, researchers evaluated the usability of game environments for teaching and learning about mathematical functions. A 3-Dimensional multi-user computer game called as "Quest Atlantis" has been used, and an educational game about mathematical functions has been developed in parallel to the Quest Atlantis' technical and…
Descriptors: Computer Games, Educational Games, Program Evaluation, Instructional Effectiveness
Cornell, Richard; Bailey, Dan – 1996
Virtual Reality (VR) is a new medium which allows total stimulation of one's senses through human/computer interfaces. VR has applications in training simulators, nano-science, medicine, entertainment, electronic technology, and manufacturing. This paper focuses on some current and potential problems of virtual reality and virtual environments…
Descriptors: Appropriate Technology, Cognitive Processes, Computer Games, Computer Interfaces
Kahn, Ken – 1995
This paper describes ToonTalk, a general-purpose concurrent programming system in which the source code is animated and the programming environment is a video game. The design objectives of ToonTalk were to create a self-teaching programming system for children that was also a very powerful and flexible programming tool. A keyboard can be used for…
Descriptors: Authoring Aids (Programming), Autoinstructional Aids, Children, Computer Games
Johnson, Craig W. – 1993
This paper reports on a study of the effectiveness of BlockAIDS, a computer-based AIDS (Acquired Immune Deficiency Syndrome) education game that communicates information from the U.S. Surgeon General's reports on AIDS to adolescents, preadolescents, and young adults. Game response protocols were obtained from 3,000 BlockAIDS players at the Houston…
Descriptors: Acquired Immune Deficiency Syndrome, Adolescents, Computer Assisted Instruction, Computer Games
Kruse, Janice – 1990
This catalog aims to help educators locate materials which will assist them in effectively teaching thinking skills. Research for Better Schools (RBS) serves as the lead educational laboratory for the Department of Education's national project on thinking skills. A total of 248 resources, including pamphlets, documents of activities, computer…
Descriptors: Computer Games, Creative Activities, Elementary Secondary Education, Enrichment
Spuches, Charles M.; Reigeluth, Charles M. – 1985
This study investigated the effects of scorekeeping on student motivation in a computer assisted arithmetic drill and practice game. A 2x2 factorial design was used which incorporated the four treatments formed by time score (present and absent) and rank score (present and absent). Selected on the basis of their previous experience with the…
Descriptors: Analysis of Variance, Computer Assisted Instruction, Computer Games, Drills (Practice)

Moreno, Roxana – 2002
This paper reviews a set of studies that examined what students learn in various virtual reality environments (VREs) designed to promote an understanding of environmental science. The goal of the reported studies was to provide an update to the classic distinction between the role of media versus method in promoting learning (Clark, 1999). Media…
Descriptors: Comparative Analysis, Computer Games, Educational Games, Educational Media

Bork, Alfred – Journal of Research on Computing in Education, 1988
Discusses general social, moral, and ethical issues connected with computers in education; considers ethical issues related to the development of computer-based learning materials; and examines the use of the computer as a medium for ethical and moral education. Highlights include equity of access, games and learning, and cultural bias. (seven…
Descriptors: Computer Assisted Instruction, Computer Games, Cultural Awareness, Equal Education

Burgess, T. F. – Educational and Training Technology International, 1989
Illustrates some of the practical issues and problems connected with the design and use of computerized business games by describing three games which have been developed and operated by staff at Leeds Polytechnic Department of Business Management (United Kingdom). Sample input and output forms are included. (nine references) (LRW)
Descriptors: Business Administration Education, Computer Assisted Instruction, Computer Games, Computer Simulation

Duchastel, Philip – Journal of Educational Technology Systems, 1989
Describes the design and development of an instructional game, GEO, in which the user learns elements of Canadian geography. The use of knowledge-based artificial intelligence techniques is discussed, the use of HyperCard in the design of GEO is explained, and future directions are suggested. (15 references) (Author/LRW)
Descriptors: Artificial Intelligence, Computer Games, Computer System Design, Educational Games