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Losing the Lake: Simulations to Promote Gains in Student Knowledge and Interest about Climate Change
Nussbaum, E. Michael; Owens, Marissa C.; Sinatra, Gale M.; Rehmat, Abeera P.; Cordova, Jacqueline R.; Ahmad, Sajjad; Harris, Fred C., Jr.; Dascalu, Sergiu M. – International Journal of Environmental and Science Education, 2015
Climate change literacy plays a key role in promoting sound political decisions and promoting sustainable consumption patterns. Based on evidence suggesting that student understanding and interest in climate change is best accomplished through studying local effects, we developed a simulation/game exploring the impact of climate change on the…
Descriptors: Climate, Water, Natural Resources, Educational Games
Hsu, Yu-Chang; Ching, Yu-Hui – Canadian Journal of Learning and Technology, 2015
Mobile learning has become increasingly popular in the past decade due to the unprecedented technological affordances achieved through the advancement of mobile computing, which makes ubiquitous and situated learning possible. At the same time, there have been research and implementation projects whose efforts centered on developing mobile…
Descriptors: Electronic Learning, Instructional Design, Classification, Models
Whitton, Nicola – International Journal of Game-Based Learning, 2011
It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging--either in terms of an…
Descriptors: Educational Games, Learner Engagement, Higher Education, Computer Games
Saridaki, Maria; Mourlas, Constantinos – International Journal of Game-Based Learning, 2011
The attention to learners with special needs, in particular those with intellectual disabilities, is an area of continuous development. It is considered important to develop adaptive educational solutions for the integration of people with educational difficulties according to their needs. Digital games provide an attractive and direct platform in…
Descriptors: Intellectual Disability, Disabilities, Teaching Methods, Educational Games
Marrero, Osvaldo; Pasles, Paul C. – Mathematics and Computer Education, 2011
Like many mathematics teachers, the authors often find that students who struggle with a difficult concept may be assisted by the use of a well-chosen graph or other visual representation. While one should not rely solely on such tools, they can suggest possible theorems which then might be proved with the proper rigor. Even when a picture…
Descriptors: Probability, Calculus, Mathematics Instruction, College Mathematics
Carson, Nancy; Tsigaris, Panagiotis – Journal of Economic Education, 2011
The authors develop a new classroom experimental game to illustrate environmental issues by using the production-possibility frontier in an introductory economics course. Waste evolves as a byproduct of the production of widgets. Environmental cleanup is produced by reallocating scarce resources away from the production of the dirty good. In…
Descriptors: Economics Education, Experiments, Class Activities, Educational Games
Lowrie, Tom; Jorgensen, Robyn – Computers & Education, 2011
The investigation monitored the digital game-playing behaviours of 428 primary-aged students (aged 10-12 years). Chi-square analysis revealed that boys tend to spend more time playing digital games than girls while boys and girls play quite different game genres. Subsequent analysis revealed statistically significant gender differences in terms of…
Descriptors: Play, Spatial Ability, Gender Differences, Preadolescents
Atanasijevic-Kunc, M.; Logar, V.; Karba, R.; Papic, M.; Kos, A. – IEEE Transactions on Education, 2011
In this paper, some approaches to teaching multivariable control design are discussed, with special attention being devoted to a step-by-step transition to e-learning. The approach put into practice and presented here is developed through design projects, from which one is chosen as a competition game and is realized using the E-CHO system,…
Descriptors: Competition, Educational Games, Laboratories, Teaching Methods
A'lipour, Javad; Ketabi, Saeed – English Language Teaching, 2010
One of the complaints made by EFL learners is that when it comes to the instruction of the linguistic sub-skills, i.e., grammar and vocabulary, the class tends to become boring. In many classes, there is as of yet no collaborative activities to facilitate the learning of these two important sub-skills. Most of EFL classes are reminiscent of the…
Descriptors: Teaching Methods, Vocabulary Skills, English (Second Language), English Instruction
Kwon, Seolim; Lara, Miguel; Enfield, Jake; Frick, Theodore – Journal of Educational Technology Systems, 2013
Conducting an iterative usability testing, a set of prompts used as a form of instructional support was developed in order to facilitate the comprehension of the diffusion of innovations theory (Rogers, 2003) in a simulation game called the Diffusion Simulation Game (DSG) (Molenda & Rice, 1979). The six subjects who participated in the study…
Descriptors: Educational Technology, Technology Uses in Education, Usability, Prompting
Ruggiero, Dana; Garcia de Hurtado, Belen; Watson, William R. – International Journal of Game-Based Learning, 2013
In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university's Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined…
Descriptors: Juvenile Justice, Delinquency, Intervention, Pilot Projects
Hsu, Chung-Yuan; Liang, Jyh-Chong; Chai, Ching-Sing; Tsai, Chin-Chung – Journal of Educational Computing Research, 2013
Current technological pedagogical content knowledge (TPACK) studies are inclined to treat technology in a general manner, an approach which may not be able to provide adequate guidelines to improve teacher preparation and professional development when teaching with games. This study developed two new questionnaires, namely the Technological…
Descriptors: Pedagogical Content Knowledge, Knowledge Base for Teaching, Educational Games, Teaching Methods
Ward, Gavin – Education 3-13, 2013
A detailed insight into how the current educational climate influences the pedagogical decisions made by primary school teachers when teaching games is limited. Studies examining the pedagogical content knowledge (PCK) of teachers within physical education have revealed its close relationship with specific forms of subject knowledge. In…
Descriptors: Elementary Schools, Elementary School Teachers, Physical Education Teachers, Educational Games
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen – Educational Technology & Society, 2013
Learning styles are considered to be one of the factors that need to be taken into account in developing adaptive learning systems. However, few studies have been conducted to investigate if students have the ability to choose the best-fit e-learning systems or content presentation styles for themselves in terms of learning style perspective. In…
Descriptors: Cognitive Style, Student Needs, Educational Games, Cognitive Processes
Berger, Richard; McDougall, Julian – Literacy, 2013
This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…
Descriptors: Video Games, English Literature, Secondary School Students, Undergraduate Students

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