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Conati, Cristina; Jaques, Natasha; Muir, Mary – International Journal of Artificial Intelligence in Education, 2013
This paper presents a user study that investigates the factors affecting student attention to user-adaptive hints during interaction with an educational computer game. The study focuses on Prime Climb, an educational game designed to provide individualized support for learning number factorization skills in the form of textual hints based on a…
Descriptors: Eye Movements, Interaction, Educational Games, Computer Games
Neville, Karen; Heavin, Ciara – Electronic Journal of e-Learning, 2013
The emergence of social media has forced educators to think differently about the way learning occurs. Students and practitioners alike are using new technologies to connect with peers/colleagues, share ideas, resources and experiences for extracurricular activities. The social business gaming platform considered in this study leverages the social…
Descriptors: Foreign Countries, Social Networks, Internet, Computer Security
Young, Andrea – PRIMUS, 2013
This article discusses ways in which improvisational comedy games and exercises can be used in college mathematics classrooms to obtain a democratic and supportive environment for students. Using improv can help students learn to think creatively, take risks, support classmates, and solve problems. Both theoretical and practical applications are…
Descriptors: Mathematics Activities, Mathematics Instruction, Classroom Environment, Classroom Techniques
Ross, Joel – ProQuest LLC, 2013
Assessing people's understanding of the causal relationships found in large-scale complex systems may be necessary for addressing many critical social concerns, such as environmental sustainability. Existing methods for assessing systems thinking and causal understanding frequently use the technique of cognitive causal mapping. However, the…
Descriptors: Systems Approach, Computer Games, Concept Mapping, Cognitive Processes
Frye, Jonathan M. – ProQuest LLC, 2013
For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of…
Descriptors: Video Games, Profiles, Social Sciences, Industry
Martin, Taylor; Petrick Smith, Carmen; Forsgren, Nicole; Aghababyan, Ani; Janisiewicz, Philip; Baker, Stephanie – Journal of the Learning Sciences, 2015
The struggle with fraction learning in kindergarten through Grade 12 in the United States is a persistent problem and one of the major stumbling blocks to succeeding in higher mathematics. Research into this problem has identified several areas where students commonly struggle with fractions. While there are many theories of fraction learning,…
Descriptors: Mathematics Instruction, Mathematical Concepts, Fractions, Educational Games
Nurhayati, Dwi Astuti Wahyu – Dinamika Ilmu, 2015
The problem highlighted in this research is the low pronunciation ability of Kindergarten students in Al-Irsyad Madiun that is caused by (1) the uninteresting activities in learning English; (2) the students' difficulties of English pronunciation; (3) the students' low motivation in learning. The theoretical review includes the young learners…
Descriptors: Foreign Countries, Pronunciation, English (Second Language), Second Language Learning
Pozzi, Rossella; Noè, Carlo; Rossi, Tommaso – European Journal of Engineering Education, 2015
According to the literature, in recent years, developing experiential learning has fulfilled the requirement of a deep understanding of lean philosophy by engineering students, demonstrating the advantages and disadvantages of some of the key principles of lean manufacturing. On the other hand, the literature evidences how some kinds of game-based…
Descriptors: Experiential Learning, Engineering Education, Manufacturing, Engineering Technology
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Chun – Educational Technology Research and Development, 2015
Individual gameplay interest is affected by numerous factors and a competition setting is also of importance as there are factors that need to be managed. To understand the motivational variables related to an educational game competition, this study explored the interrelatedness between self-efficacy, competitive anxiety, and gameplay interest in…
Descriptors: Self Efficacy, Relevance (Education), Anxiety, Competition
Hostins, Regina Célia Linhares; Jordão, Suelen Garay Figueiredo – Education Policy Analysis Archives, 2015
In Brazil the inclusive education policy and curriculum practices aimed at disabled students have been the subject of research and debate. These students, despite having guaranteed access to regular education, find their schooling processes restricted due to lack of knowledge of their learning characteristics. In both regular classes and…
Descriptors: Foreign Countries, Inclusion, School Policy, Special Education
Chu, Hui-Chun; Hung, Chun-Ming – International Journal of Distance Education Technologies, 2015
In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Elementary School Science
Cicchino, Marc I. – Interdisciplinary Journal of Problem-based Learning, 2015
Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based learning (GBL) draws parallels between playing certain types of games and the solving of…
Descriptors: Critical Thinking, Teaching Methods, Educational Games, Problem Based Learning
Gleek, Charles – i.e.: inquiry in education, 2015
There is ample discussion in academic and policy circles, as well as amongst the general public, about the ways in which classroom instructors can provide more engaging learning experiences for students. This research examines the ways in which students engage participating in classroom simulations as it pertains to the assigned learning outcomes…
Descriptors: Learner Engagement, Simulation, Advanced Placement Programs, International Relations
Regional Educational Laboratory Mid-Atlantic, 2015
This webinar provided an overview of the research behind literacy for second language learners, the different variables that influence a second language learners' reading abilities, and strategies to improve instruction for these students. Drawing from her research and experience, Dr. Esther Geva discussed the different skills and variables that…
Descriptors: English Language Learners, Seminars, Web Based Instruction, Computer Software
Elise T. Pas; Catherine P. Bradshaw; Kimberly D. Becker; Celene Domitrovich; Juliette Berg; Nicholas S. Ialongo – Grantee Submission, 2015
There is growing interest in coaching to support teacher implementation of evidence-based interventions; yet, there is limited research examining the tailoring of coaching support to teachers' needs. This paper examined coaching dosage across one school year, and the relationship between coaching contacts and teacher baseline and end-of-year data.…
Descriptors: Coaching (Performance), Teacher Characteristics, Student Behavior, Educational Games

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