Publication Date
| In 2026 | 0 |
| Since 2025 | 237 |
| Since 2022 (last 5 years) | 1209 |
| Since 2017 (last 10 years) | 2931 |
| Since 2007 (last 20 years) | 5052 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 1623 |
| Teachers | 991 |
| Students | 129 |
| Researchers | 89 |
| Parents | 78 |
| Media Staff | 23 |
| Administrators | 20 |
| Policymakers | 12 |
| Community | 9 |
| Counselors | 7 |
| Support Staff | 2 |
| More ▼ | |
Location
| Turkey | 176 |
| Taiwan | 158 |
| Australia | 150 |
| Canada | 105 |
| Spain | 86 |
| United Kingdom | 84 |
| China | 79 |
| Indonesia | 75 |
| Germany | 72 |
| California | 66 |
| Brazil | 61 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 11 |
| Meets WWC Standards with or without Reservations | 19 |
| Does not meet standards | 6 |
Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H. – Journal of Computer Assisted Learning, 2012
Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…
Descriptors: Constructivism (Learning), Educational Technology, Meta Analysis, Learning Theories
Wang, Feihong; Lockee, Barbara B.; Burton, John K. – Journal of Educational Technology Systems, 2012
The purpose of this study was to investigate senior Chinese adults' potential acceptance of computer game-based learning (CGBL) by probing their perceptions of computer game play and their perceived impacts of game play on their learning of computer skills and life satisfaction. A total of 60 senior adults from a local senior adult learning center…
Descriptors: Foreign Countries, Life Satisfaction, Computer Assisted Instruction, Adult Learning
Mlinarevic, Vesnica, Ed.; Brust Nemet, Maja, Ed.; Husanovic Pehar, Jasmina, Ed. – Online Submission, 2021
4th International Scientific and Professional Conference Intercultural Education and especially this proceedings of scientific and professional papers authored by scientists and practitioners contributes to greater sensitivity to diversity and the creation of an inclusive culture of life in educational institutions and in a multicultural…
Descriptors: Multicultural Education, Diversity, Cultural Differences, Bilingualism
Savard, Annie; Manuel, Dominic; Lin, Terry Wan Jung – in education, 2014
Traditionally, Canadian Inuit have lived in the circumpolar regions of Canada and those who still live in these regions, have their own cultures, which they tend to celebrate in their educational curricula. Inuit culture reflects their traditional lifestyle, when they were nomadic, and hunted and fished to survive in incredibly difficult…
Descriptors: Eskimo Aleut Languages, Eskimos, Mathematics Instruction, Learning Processes
Chen, Yu-Wen; Masch, Lena; Finze, Kristin – Journal of Social Science Education, 2014
Using dictator games in experimental analysis, this lesson report demonstrates the process and results of a postgraduate class project in which university students were instructed to scientifically investigate and explore one of German society's most hotly-contested issues: the level of discriminatory tendencies of non-Muslims towards Muslims. The…
Descriptors: Foreign Countries, Educational Games, Graduate Students, Research Methodology
Cheong, Christopher; Filippou, Justin; Cheong, France – Journal of Information Systems Education, 2014
Games offer people engaging and motivating experiences. The process of recreating this type of experience in systems that are not typically considered games is called "gamification." Improving engagement and motivation in a learning environment is desired by many educators as traditional approaches do not seem to be as engaging as they…
Descriptors: Educational Technology, Educational Games, Student Surveys, Undergraduate Students
Dourda, Kyriaki; Bratitsis, Tharrenos; Griva, Eleni; Papadopoulou, Penelope – Electronic Journal of e-Learning, 2014
In this paper an educational design proposal is presented which combines two well established teaching approaches, that of Game-based Learning (GBL) and Content and Language Integrated Learning (CLIL). The context of the proposal was the design of an educational geography computer game, utilizing QR Codes and Google Earth for teaching English…
Descriptors: Case Studies, Educational Games, Geography Instruction, English (Second Language)
Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos – Universal Journal of Educational Research, 2014
The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…
Descriptors: Educational Technology, Educational Games, Video Games, Teaching Methods
Takeuchi, Lori M.; Vaala, Sarah – Joan Ganz Cooney Center at Sesame Workshop, 2014
Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and…
Descriptors: Educational Games, Computer Games, Video Games, Technology Uses in Education
Means, Barbara; Bakia, Marianne; Murphy, Robert – Routledge, Taylor & Francis Group, 2014
At a time when more and more of what people learn both in formal courses and in everyday life is mediated by technology, "Learning Online" provides a much-needed guide to different forms and applications of online learning. This book describes how online learning is being used in both K-12 and higher education settings as well as in…
Descriptors: Electronic Learning, Educational Research, Elementary Secondary Education, Higher Education
Laine, Teemu H.; Nygren, Eeva – Technology, Pedagogy and Education, 2016
Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process. In active integration, the technology integrates learning resources into a learning space, making it…
Descriptors: Technology Integration, Educational Technology, Influence of Technology, Learning Experience
Mendoza-Gonzalez, Ricardo, Ed. – IGI Global, 2016
In today's society, educational opportunities have evolved beyond the traditional classroom setting. Most universities have implemented virtual learning environments in an effort to provide more opportunities for potential or current students seeking alternative and more affordable learning solutions. "User-Centered Design Strategies for…
Descriptors: Online Courses, Curriculum Design, Virtual Classrooms, Best Practices
Evans, Monica; Jennings, Erin; Andreen, Michael – International Journal of Game-Based Learning, 2011
Educational games have great potential as tools for motivating and engaging students, in addition to teaching learning content and objectives, but have had difficulty proving their potential through traditional means. This article proposes that recent advances in the achievement systems of entertainment games can be used to measure motivation and…
Descriptors: Educational Games, Measures (Individuals), Learning Motivation, Learner Engagement
Wainess, Richard; Kerr, Deirdre; Koenig, Alan – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
One of the reasons why commercial video games are popular is that they effectively teach players how to play the game--in many cases as the player plays the game itself. This paper focuses on how to effectively integrate teaching "how to play a game" with teaching an "instructional domain" within a game for learning. By analyzing more than 30…
Descriptors: Video Games, Teaching Methods, Educational Games, Feedback (Response)
Vander Schee, Brian A. – Marketing Education Review, 2011
This paper presents the results of implementing an active learning activity in the principles of marketing course adapted from the television show "Family Feud". The objectives of the Marketing Feud game include increasing awareness of marketing misperceptions, clarifying marketing misunderstandings, encouraging class participation, and…
Descriptors: Active Learning, Learning Activities, Student Motivation, Learner Engagement

Peer reviewed
Direct link
