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Sierra, Wendi; Stedman, Kyle D. – Kairos: A Journal of Rhetoric, Technology, and Pedagogy, 2012
Games are becoming increasingly prevalent in education, both in traditional school settings and beyond. In this Disputatio webtext, we look specifically at one application of games for pedagogical use: gamification. Rather than introducing a pre-existing game into the learning spaces, gamification adds elements of games into educational (or other)…
Descriptors: Educational Games, Writing Instruction, College Instruction, Teacher Orientation
Echeverria, Alejandro; Barrios, Enrique; Nussbaum, Miguel; Amestica, Matias; Leclerc, Sandra – Computers & Education, 2012
Computer simulations combined with games have been successfully used to teach conceptual physics. However, there is no clear methodology for guiding the design of these types of games. To remedy this, we propose a structured methodology for the design of conceptual physics games that explicitly integrates the principles of the intrinsic…
Descriptors: Fantasy, Physics, Methods, Statistical Significance
Dankers, Paul, Ed.; Koc, Mustafa, Ed.; Ciddi, Mustafa Lutfi, Ed. – International Society for Technology, Education, and Science, 2022
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on March 24-27, 2022 in Antalya, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: Blended Learning, Educational Technology, Success, Junior High School Teachers
Piet Kommers Ed.; Tomayess Issa Ed.; Adriana Backx Noronha Viana Ed.; Theodora Issa Ed.; Pedro Isaías Ed. – International Association for Development of the Information Society, 2022
These proceedings contain the papers and posters of the International Conferences on: Educational Technologies 2022 (ICEduTech 2022), Sustainability, Technology and Education 2022 (STE 2022), Internet Technologies & Society 2022 (ITS 2022), and Applied Management Advances in the 21st Century 2022 (AMA21 2022) held virtually, from December…
Descriptors: Educational Technology, Computer Simulation, Telecommunications, Teacher Education
Whinnery, Stacie B.; Whinnery, Keith W.; Eddins, Daisy – Physical Disabilities: Education and Related Services, 2016
This article addresses the challenges educators face when attempting to find a balance between both functional and academic skill instruction for students with severe, multiple disabilities including motor impairments. The authors describe a strategy that employs embedded instruction of early numeracy and functional motor skills during physical…
Descriptors: Numeracy, Psychomotor Skills, Teaching Methods, Educational Games
Darr, Benjamin J.; Cohen, Alexander H. – Journal of Political Science Education, 2016
Sociologists have long recognized the utility of modified forms of Monopoly as tools for teaching about social stratification within the United States. We present an adaptation of Monopoly to help instructors teach students how capitalism plays out in a liberalizing world economy. By taking on roles as CEOs of global companies based in different…
Descriptors: Educational Games, Social Systems, Social Stratification, Neoliberalism
Schaen, Richard J.; Hayden, Garry; Zydney, Janet M. – Teaching Children Mathematics, 2016
The best Science, Technology, Engineering, and Mathematics (STEM) design challenges are student centered, with students themselves making the key decisions. But with young children who are still learning basic academic and social skills, implementing projects where they truly take the lead can be quite challenging. To give students at one…
Descriptors: Computer Oriented Programs, STEM Education, Elementary School Students, Grade 1
Feldman, Maurice A.; Owen, Frances; Andrews, Amy E.; Tahir, Munazza; Barber, Rachel; Griffiths, Dorothy – Journal of Applied Research in Intellectual Disabilities, 2016
Background: Persons with intellectual disabilities (ID) experience a wide range of health problems. Research is needed on teaching persons with intellectual disabilities about their health to promote self-advocacy. This study used a RCT to evaluate a health knowledge training program for adults with intellectual disabilities and verbal skills.…
Descriptors: Randomized Controlled Trials, Intellectual Disability, Health Education, Program Evaluation
Martínez, Fernando; Barraza, Claudia; González, Nimrod; González, Juan – Educational Technology & Society, 2016
Affective computing seeks to create computational systems that adapt content and resources according to the affective states of the users. However, the detection of the user's affection such as motivation and emotion is challenging especially when an attention problem is present. An approach to convey learning resources to children with learning…
Descriptors: Foreign Countries, Children, Affective Behavior, Attention Deficit Hyperactivity Disorder
Sato, Aiko; de Haan, Jonathan – International Journal of Instruction, 2016
The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration,…
Descriptors: Foreign Countries, Experiential Learning, Educational Games, High School Students
Caruana, Albert; La Rocca, Antonella; Snehota, Ivan – Journal of Marketing Education, 2016
Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited. The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent. Drawing on a survey among 173 students engaged in a simulation game as part of a course in a…
Descriptors: Marketing, Business Administration Education, Educational Games, Student Satisfaction
Reitz, Liesa; Sohny, Aline; Lochmann, Gerrit – International Journal of Game-Based Learning, 2016
The authors present a novel way of oral language training by embedding the English as a foreign language (EFL) learning process into a generic 3D Cooperative Virtual Reality (VR) Game. Due to lack of time, resources and innovation, the language classroom is limited in its possibilities of promoting authentic communication. Therefore, the…
Descriptors: Oral Language, English (Second Language), Second Language Instruction, Simulated Environment
Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe – Research-publishing.net, 2016
Although Text-To-Speech (TTS) synthesis has been little used in Computer-Assisted Language Learning (CALL), it is ripe for deployment, particularly for minority and endangered languages, where learners have little access to native speaker models and where few genuinely interactive and engaging teaching/learning materials are available. These…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Technology Uses in Education, Educational Technology
Rueb, Avery; Cardoso, Walcir; Grimshaw, Jennica – Research-publishing.net, 2016
This study introduces the digital game Prêt à négocier, an information gap digital game, and investigates language learners' perceptions of its use in a French as a Second Language (FSL) context. In the game, students negotiate orally and synchronously with a partner for items like cars, houses, and even pirate ships. Inspired by Larsen-Freeman…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Second Language Instruction
Sasi, Sabri; Chang, Maiga; Altinay-Aksal, Fahriye; Kayimbasioglu, Dervis; Dervis, Huseyin; Kinshuk; Altinay-Gazi, Zehra – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Early childhood quality education is a cornerstone in educational development. Many countries have started to develop their own preschool educational system in accordance with the European Union Standards, where learning English language and using technology are prerequisites. In this research, the peace context was used as a mediator for learning…
Descriptors: Preschool Children, Early Childhood Education, Educational Technology, Technology Integration

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