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Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
Connolly, Thomas M.; Stansfield, Mark; McLellan, Evelyn – Electronic Journal of e-Learning, 2006
The study of database systems is typically core in undergraduate and postgraduate programmes related to computer science and information systems. However, one component of this curriculum that many learners have difficulty with is database analysis and design, an area that is critical to the development of modern information systems. This paper…
Descriptors: Computer Games, Database Design, Concept Formation, Computer System Design
Dempsey, John V.; And Others – 1994
Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…
Descriptors: Annotated Bibliographies, Attitude Change, Computer Assisted Instruction, Computer Games
Riel, Margaret M.; Levin, James A. – 1985
The controversy over appropriate educational uses of computers is framed along a continuum based on the amount of support provided to the user. Software programs in which the user's role is to respond in a pre-determined structure (program controlled software) anchors one end of the continuum, while software which empowers the user to create new…
Descriptors: Authoring Aids (Programing), Computer Assisted Instruction, Computer Assisted Testing, Computer Games
Buckleitner, Warren – Child Care Information Exchange, 1996
Reviews children's software packages: (1) "Fun 'N Games"--nonviolent games and activities; (2) "Putt-Putt Saves the Zoo"--matching, logic games, and animal facts; (3) "Big Job"--12 logic games with video from job sites; (4) "JumpStart First Grade"--15 activities introducing typical school lessons; and (5) "Read, Write, & Type!"--progressively…
Descriptors: Computer Games, Computer Software, Computer Software Reviews, Computer Software Selection
Schaefermeyer, Shanna – Educational Technology, 1990
Identifies desirable features that should be included in software for effective instructional computing use. Highlights include design of learning activities; curriculum role; modes of instruction, including drill and practice, tutorials, games, simulation, and problem solving; branching; menu driven programs; screen displays; graphics; teacher…
Descriptors: Branching, Computer Assisted Instruction, Computer Games, Computer Graphics
Peer reviewedCallison, Daniel – Computers in the Schools, 1989
Reports on a program developed in Indiana public schools to hold software evaluation workshops that would compare teacher and student evaluations of the same software. The evaluation process is discussed; tutorials, drill and practice programs, simulations, and games are examined; and tests for correlation are described. (21 references) (LRW)
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Computer Simulation
Peer reviewedTemple, Linda; Lips, Hilary M. – Computers in Human Behavior, 1989
Describes study of college students that was designed to test the hypotheses that females would differ from males on four aspects of computer-related attitudes: (1) interest/enjoyment; (2) comfort and confidence; (3) computers as a male domain; and (4) social impact of computers. Some strategies for improving female students' attitudes toward…
Descriptors: Attitude Change, Attitude Measures, Computer Anxiety, Computer Assisted Instruction
Peer reviewedGlissov, Peter; And Others – Educational Studies, 1994
Reports on a study comparing social characteristics of 13 British male secondary-school students with high levels of interest in and use of computers with those of 14 students who lacked interest in computers. Finds that computer-using students were not less sociable than their peers. (CFR)
Descriptors: Computer Games, Computer Literacy, Computer Science Education, Computer Uses in Education
Mayer, Richard E.; Schustack, Miriam W.; Blanton, William E. – Educational Technology, 1999
Examines what children learn from using educational technology in an informal, collaborative environment. Explores how mastering educational computer programs can promote problem-solving transfer. Studies at three after-school computer clubs reveal children who use educational software may learn content knowledge about computer literacy,…
Descriptors: After School Programs, Children, Computer Games, Computer Literacy
Peer reviewedBuckingham, David – English in Education, 1999
Offers a critical overview of the cultural and educational benefits and dangers of digital media for young people. Argues that public debates on this issue have "veered from utopian hype to moral panic." Provides accounts of previous research on children's engagement with computer games and creative use of multimedia in the home. (CR)
Descriptors: Computer Games, Computer Uses in Education, Elementary Secondary Education, Learning Strategies
Peer reviewedSmith, Kimberley Robles – Reference & User Services Quarterly, 2000
Examines Web sites that are popular among college students to help understand what they expect of library research and online systems. Highlights include entertainment sites, including chat rooms and games; shopping; current topics; services; and library issues, including providing access and help, collection development, and organizing Web…
Descriptors: Academic Libraries, Access to Information, Computer Games, Computer Uses in Education
Peer reviewedYelland, Nicola; Lloyd, Margaret – Information Technology in Childhood Education Annual, 2001
Investigated fifth-, sixth-, and seventh-graders' ownership of, use of, and attitudes toward computer and video games. Found that more boys than girls owned and used video games, and found gender differences in preferred games. Students enjoyed video and computer games, along with a variety of other activities. (JPB)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Uses in Education, Curriculum Development
Peachey, Paul; Jones, Paul; Jones, Amanda – Electronic Journal of e-Learning, 2006
This paper presents an empirical study involving initiatives that encouraged students to log onto online courses in entrepreneurship delivered by the University of Glamorgan. The aim of the research was to explore items of interest to the online students that may increase participation in the forums and hence potentially enhanced engagement with…
Descriptors: Student Participation, Student Motivation, Motivation Techniques, Online Courses
Williamson, Mary – 1997
The QuiltSpace Builder enables Microsoft's multimedia encyclopedia "Encarta" to "fit" into an established home or institutional learning environment so that "Encarta" can be used for productive research. Early observations of the difficulties encountered by Encarta users, coupled with a survey of presently available…
Descriptors: Computer Games, Computer Interfaces, Computer Networks, Computer Software


