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Öhman, Johan; Öhman, Marie; Sandell, Klas – Journal of Adventure Education and Outdoor Learning, 2016
A new teaching aid--exergames--is increasing in popularity in schools and is regarded as an interesting, varied and effective way of improving students' fitness. These exercise television games often contain references to physical activities carried out in different outdoor landscapes. The purpose of this article is to examine the views of…
Descriptors: Exercise, Educational Games, Physical Activities, Physical Fitness
Aguilera, Earl; Kachorsky, Dani; Gee, Elisabeth; Serafini, Frank – Literacy Research: Theory, Method, and Practice, 2016
Research on the nature and impact of book apps or e-reading in general is still limited and informed by diverse assumptions about the nature of these new "texts," the varied forms of engagement and meaning-making associated with them, and their implications for understanding literacy and learning in the digital age. The purpose of this…
Descriptors: Childrens Literature, Picture Books, Courseware, Usability
Blevins, Brooke; LeCompte, Karon N. – Democracy & Education, 2016
Stoddard, Banks, Nemacheck, and Wenska suggested that there is a tension between the goal of the iCivics games and the goals of democratic education. In this response, we suggest that iCivics can be utilized to help meet the goals of democratic education and to encourage our nation's youth to become active civic participants if used alongside…
Descriptors: Democratic Values, Educational Games, Civics, Citizen Participation
Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce – International Journal of Game-Based Learning, 2016
Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between…
Descriptors: Middle School Students, Educational Games, Grade 9, Games
Hassinger-Das, Brenna; Ridge, Katherine; Parker, Amira; Golinkoff, Roberta Michnick; Hirsh-Pasek, Kathy; Dickinson, David K. – Grantee Submission, 2016
This study moves beyond previous investigations to examine whether an educational intervention combining shared book reading with a vocabulary game increases children's vocabulary knowledge. Four-year-olds (N = 44) were randomly assigned to dyads in either an intervention (shared book reading plus vocabulary review game) or comparison condition…
Descriptors: Preschool Children, Vocabulary Skills, Educational Games, Vocabulary Development
Brenna Hassinger-Das; Katherine Ridge; Amira Parker; Roberta Michnick Golinkoff; Kathy Hirsh-Pasek; David K. Dickinson – Mind, Brain, and Education, 2016
This study moves beyond previous investigations to examine whether an educational intervention combining shared book reading with a vocabulary game increases children's vocabulary knowledge. Four-year-olds (N = 44) were randomly assigned to dyads in either an intervention (shared book reading plus vocabulary review game) or comparison condition…
Descriptors: Preschool Children, Vocabulary Skills, Educational Games, Vocabulary Development
Ugwuegbulam, Charles N.; Ibrahim, Haj. Naheed – Journal of Education and Practice, 2015
Primary and secondary school in Nigeria encourage punctuality to school yet a good number of the learners came late to school. This is especially true in the case of day students. Learners who come late to school are usually punished in one way or the other yet the lateness to school phenomenon still persist. Lateness to school behaviour affects…
Descriptors: Foreign Countries, Elementary Secondary Education, Discipline, Discipline Problems
Alshammari, Ali; Whittinghill, David – International Journal of Game-Based Learning, 2015
Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide…
Descriptors: Teaching Methods, Educational Games, Literature Reviews, Video Games
Crandall, Philip G.; Engler, Robert K.; Beck, Dennis E.; Killian, Susan A.; O'Bryan, Corliss A.; Jarvis, Nathan; Clausen, Ed – Journal of Food Science Education, 2015
One of the most pressing issues for many land grant institutions is the ever increasing cost to build and operate wet chemistry laboratories. A partial solution is to develop computer-based teaching modules that take advantage of animation, web-based or off-campus learning experiences directed at engaging students' creative experiences. We…
Descriptors: Foods Instruction, Chemistry, Computer Assisted Instruction, Computer Simulation
Dyson, Nancy I.; Jordan, Nancy C.; Hassinger-Das, Brenna L. – Teaching Children Mathematics, 2015
Kyle, a kindergartner from a low-income family, is shown a set of three black dots on a white mat. His teacher then hides the dots with a small box lid and lays down an additional set of two dots. She pushes the two dots under the cover, one at a time. Kyle must now choose the number of dots "hiding" under the box from a set of four…
Descriptors: Kindergarten, Low Income Groups, Mathematics Skills, Computation
Work, Kirsten A.; Gibbs, Melissa A.; Friedman, Erich J. – American Biology Teacher, 2015
We describe a card game that helps introductory biology students understand the basics of the immune response to pathogens. Students simulate the steps of the immune response with cards that represent the pathogens and the cells and molecules mobilized by the immune system. In the process, they learn the similarities and differences between the…
Descriptors: Microbiology, Cytology, Molecular Biology, Biological Sciences
Su, Chung-Ho; Hsaio, Kai-Chong – EURASIA Journal of Mathematics, Science & Technology Education, 2015
Game-based learning is an effective learning method, whose performance depends on the quality of the educational game. Due to versatile game environments with complex backgrounds, evaluations are not easy to implement. Consequently, it is difficult for educators to determine to what degree a game may be qualified. This study proposes a novel,…
Descriptors: Educational Games, Decision Making, Models, Evaluation
Bird, Jo; Edwards, Susan – British Journal of Educational Technology, 2015
Digital technologies are increasingly acknowledged as an important aspect of early childhood education. A significant problem for early childhood education has been how to understand the pedagogical use of technologies in a sector that values play-based learning. This paper presents a new framework to understand how children learn to use…
Descriptors: Educational Technology, Technology Uses in Education, Early Childhood Education, Play
Dvorkovaya, Marina Vasilievna; Kurenkova, Evgeniya Alekseevna – International Education Studies, 2015
Game-based learning is being increasingly used in teaching humanities. In teaching politology, it seems to bring the most effective results. Through educational games, learners can fully experience modeling particular situations in the job of a would-be political technologist, which would guarantee training professional politologists with maximum…
Descriptors: Educational Games, Political Science, Policy, Teaching Methods
Schmidt, Stephen J. – Journal of Economic Education, 2015
In this article, the author presents an asymmetric version of the familiar public goods classroom experiment, in which some players are given more tokens to invest than others, and players collectively decide whether to divide the return to the group investment asymmetrically as well. The asymmetry between players raises normative issues about…
Descriptors: Economics Education, Justice, Theories, Educational Games

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