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Ahn, June; Beck, Austin; Rice, John; Foster, Michelle – AERA Open, 2016
In this article, we present analyses from a researcher-practitioner partnership in the District of Columbia Public Schools, where we are exploring the impact of educational software on students' academic achievement. We analyze a unique data set that combines student-level information from the district with data of student usage of a mathematics…
Descriptors: Public Schools, Urban Schools, Computer Software, Computer Uses in Education
Baker, Doris Luft; Mogna, Vivianne; Rodriguez, Sandra; Farmer, Dylan; Yovanoff, Paul – Journal of International Special Needs Education, 2016
We conducted two studies to examine the effects of an interactive read aloud and vocabulary intervention on the vocabulary knowledge of Spanish-speaking preschoolers living in the U.S. In Study 1, 68 children (n = 34 in the treatment group) and 6 parents in the treatment group received the intervention in Spanish at home, and in Spanish and…
Descriptors: Oral Language, Hispanic American Students, Reading Aloud to Others, Vocabulary
Sharp, Laura A. – Journal of Instructional Research, 2012
Educators across the country struggle to create engaging, motivating learning environments for their Net Gen students. These learners expect instant gratification that traditional lectures do not provide. This leaves educators searching for innovative ways to engage students in order to encourage learning. One solution is for educators to use…
Descriptors: Educational Games, Elementary Secondary Education, Student Motivation, Learner Engagement
Rademacher Mena, Ricardo Javier – International Journal of Game-Based Learning, 2012
In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…
Descriptors: Educational Games, Video Games, Computer Games, Design
Reutzel, Christopher R.; Worthington, William J.; Collins, Jamie D. – Decision Sciences Journal of Innovative Education, 2012
Strategic Alliance Poker (SAP) provides instructors with an opportunity to integrate the resource based view with their discussion of strategic alliances in undergraduate Strategic Management courses. Specifically, SAP provides Strategic Management instructors with an experiential exercise that can be used to illustrate the value creation…
Descriptors: Undergraduate Study, Business Administration Education, Strategic Planning, Experiential Learning
Blakesley, Christopher C. – ProQuest LLC, 2012
This study explored how designers "perceived" and "used" narrative during the creation of an educational video game. A qualitative, ethnographic, single case study approach was used to collect and analyze data pertaining to the narrative design trajectory of the game design team as well as Citizen Science, the game artifact…
Descriptors: Educational Games, Qualitative Research, Ethnography, Case Studies
Kenney, Susan Hobson – General Music Today, 2012
This article discusses the creative, educational, and musical growth that comes from manipulating pieces of a music game. The importance of child-centered play is discussed, with a focus on children using icons to change the melodic and word order of a song. They then "read" the icons to sing their new creation. The music manipulatives are the…
Descriptors: Music Education, Word Order, Creativity, Teaching Methods
Zou, Bin, Ed.; Thomas, Michael, Ed. – IGI Global, 2018
Technology has become an integral part of our everyday lives. As today's teachers prepare to instruct a new generation of students, the question is no longer whether technology should be integrated into the classroom, but "how?" "The Handbook of Research on Integrating Technology Into Contemporary Language Learning and…
Descriptors: Technology Integration, Computer Assisted Instruction, Second Language Instruction, Second Language Learning
Alyaz, Yunus; Spaniel-Weise, Dorothea; Gursoy, Esim – Journal of Education and Learning, 2017
The interest in Digital Game-Based Language Learning (DGBLL) has increased considerably in recent years although being a relatively new approach. Despite the interest that DGBLL took, the studies in the context of German as a Foreign Language (FL) are quite limited. Moreover, DGBLL in the Turkish context is not prevalent. Due to this gap in the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Second Language Instruction
Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
Ku, Oskar; Chen, Sherry Y.; Wu, Denise H.; Lao, Andrew C. C.; Chan, Tak-Wai – Educational Technology & Society, 2014
Many students possess low confidence toward learning mathematics, which, in turn, may lead them to give up pursuing more mathematics knowledge. Recently, game-based learning (GBL) is regarded as a potential means in improving students' confidence. Thus, this study tried to promote students' confidence toward mathematics by using GBL. In addition,…
Descriptors: Self Esteem, Mathematics Instruction, Mathematics Skills, Educational Games
Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Sutherland, Ainsley – American Journal of Sexuality Education, 2014
Games may be useful tools for learning and communicating about sexual and reproductive health. This article discusses the collaborative design and subsequent evaluation of a narrative-based card game. This game was created in a workshop based on positive youth development, which allowed youth to be involved as game designers and game players.…
Descriptors: Sexuality, Sex Education, Health Education, Educational Games
Cela-Ranilla, Jose M.; Esteve-Mon, Francesc M.; Esteve-González, Vanessa; Gisbert-Cervera, Merce – Australasian Journal of Educational Technology, 2014
Emerging technologies are providing opportunities for designing new learning environments, especially environments in which students can learn by putting their skills into practice. Knowledge about the development of these experiences needs to be accumulated and processed so that they can be integrated effectively into training programmes. In this…
Descriptors: Educational Environment, Self Management, Teamwork, Marketing
Nietfeld, John L.; Shores, Lucy R.; Hoffmann, Kristin F. – Journal of Educational Psychology, 2014
In this study, we examined how self-regulated learning (SRL) and gender influences performance in an educational game for 8th-grade students (N = 130). Crystal Island--Outbreak is an immersive, inquiry-based, narrative-centered learning environment featuring a microbiology science mystery aligned with 8th-grade science curriculum. SRL variables…
Descriptors: Educational Games, Self Control, Gender Differences, Grade 8
Farrell, James; Hardin, Cindy – Journal of Instructional Pedagogies, 2014
With the rapid growth in online MBA programs, many traditional schools are seeking ways to differentiate their course offerings to avoid them becoming commoditized by the market. For some institutions this involves pulling away from traditional course offerings, and moving towards cross-disciplinary offerings. For many faculty members, this can be…
Descriptors: Graduate Students, Behavioral Objectives, Interdisciplinary Approach, Educational Environment

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