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Renaud, Christian; Wagoner, Bridgette – Principal Leadership, 2011
The use of computer-based gaming in education is not a new phenomenon. Many educators nostalgically remember green Apple II monitors displaying the games Lemonade Stand and Oregon Trail in the early 1980s. Technology in schools has evolved considerably since then, and gaming has become pervasive within all demographic subgroups. Gaming within…
Descriptors: Video Games, Educational Games, Educational Technology, Computer Uses in Education
Thompson, Quentin – Mathematics Teaching, 2011
The March issue of "Mathematics Teaching" included an article by Alice Onion about Bowland Maths, focussing on the nature and use of the Professional Development modules that the Bowland Trust has developed--there are now seven such CPD modules on the Bowland website. The article also mentioned that the Bowland Trust had recently…
Descriptors: Feedback (Response), Mathematics Education, Professional Development, Mathematics Teachers
Farmer, Lesley S. J. – Knowledge Quest, 2011
Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…
Descriptors: Females, School Libraries, Sex Fairness, Librarians
Nicholson, Scott – Knowledge Quest, 2011
One of the great failings in educational game design is a focus on the question-and-answer model of gameplay. This type of educational game has players engage in some sort of time-wasting activity like rolling a die and moving, and then the focus of the game, the activity of answering a question, is triggered. Thousands of educational games use…
Descriptors: Educational Games, Game Theory, Video Technology, Program Design
Huntley, Mary Ann; Flores, Alfinio – PRIMUS, 2011
In this article, the authors describe how prospective secondary mathematics teachers designed their own adaptations of popular board and computer games to learn the history of mathematics. They begin the article by describing some of the games students designed and used, and follow this with a discussion of factors for successful use of games in…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, History
Clarke, Doug M.; Downton, Ann; Roche, Anne – Teaching Children Mathematics, 2011
Considerable evidence shows that the number line is a powerful learning tool for children in elementary school. Diezmann and Lowrie (2006) noted several cognitive advantages for users, including opportunities to demonstrate the continuity aspect of numbers as well as the provision of a useful tool for representing and solving problems. However,…
Descriptors: Elementary School Students, Developmentally Appropriate Practices, Mathematics Instruction, Elementary School Mathematics
DiBattista, David – Teaching of Psychology, 2011
The Monty Hall dilemma (MHD) is a remarkably difficult probability problem with a counterintuitive solution. Undergraduate students used an interactive digital learning object that provided a set-based, animated explanation of the solution to the MHD and let them play games designed to increase understanding of the solution. More than 60% of users…
Descriptors: Undergraduate Students, Psychology, Probability, Educational Games
Ramentol, Salvador Vidal – Australian Primary Mathematics Classroom, 2011
The aversion that many girls and boys experience towards mathematics has been one of the author's major concerns since he started teaching. In this article, he describes a project called "Numbers Day" that was designed to improve students' attitudes toward mathematics. There are many features of Numbers Day that teachers might…
Descriptors: Student Attitudes, Numbers, Student Motivation, Mathematics Instruction
Morris, Todd A. – Journal of Chemical Education, 2011
For beginning chemistry students, the basic tasks of writing chemical formulas and naming covalent and ionic compounds often pose difficulties and are only sufficiently grasped after extensive practice with homework sets. An enjoyable card game that can replace or, at least, complement nomenclature homework sets is described. "Go Chemistry" is…
Descriptors: Knowledge Level, Chemistry, Educational Games, Science Instruction
Aljadeff-Abergel, Elian – Journal of Physical Education, Recreation & Dance (JOPERD), 2011
Karate can contribute to learning in all three domains (psychomotor, cognitive, and affective), even in elementary-age children. Nevertheless, physical education teachers receive minimal or no training in teaching karate in school settings and are skeptical about doing so. The purpose of this article is to enable physical educators to teach…
Descriptors: Physical Education, Physical Education Teachers, Elementary School Students, Psychomotor Skills
Kirkorian, Heather L.; Pempek, Tiffany A. – ZERO TO THREE, 2013
As interactive screens (e.g., tablet computers, smartphones) continue to enter the homes of young children, it becomes increasingly important to understand the impact of these technologies on development. Some studies suggest that while traditional television and videos hold little educational value for toddlers, young children may be able to…
Descriptors: Toddlers, Manipulative Materials, Technology Uses in Education, Influence of Technology
Jackson, G. Tanner; McNamara, Danielle S. – Journal of Educational Psychology, 2013
One strength of educational games stems from their potential to increase students' motivation and engagement during educational tasks. However, game features may also detract from principle learning goals and interfere with students' ability to master the target material. To assess the potential impact of game-based learning environments, in this…
Descriptors: Intelligent Tutoring Systems, Educational Games, Student Motivation, Learning
Lin, Chun-Hung; Liu, Eric Zhi-Feng; Chen, Yu-Liang; Liou, Pey-Yan; Chang, Maiga; Wu, Cheng-Hong; Yuan, Shyan-Ming – Educational Technology & Society, 2013
The study examines the effectiveness of using computer games for after-school remedial mastery learning. We incorporated instructional materials related to "area of a circle" into the popular Monopoly game to enhance the performance of sixth-grade students learning mathematics. The program requires that students enter the answers to…
Descriptors: Foreign Countries, Mastery Learning, Remedial Instruction, Elementary School Students
Pillay, Soma; James, Reynold – Education & Training, 2013
Purpose: Higher education is influenced, to an increasing extent, by changing student demographics. This requires educators to design and deliver learning systems which will enhance students' learning experience with innovative, real world and engaging resources. The authors predict that transformations in the learning systems will increase as…
Descriptors: Cultural Pluralism, Teaching Methods, Feedback (Response), Learning Experience
Li, Qing; Lemieux, Collette; Vandermeiden, Elise; Nathoo, Shahista – Journal of Research on Technology in Education, 2013
This research study examines preservice teachers' experiences of learning through game design. In particular, we investigate how their perceptions of digital games have evolved through the process of designing and building their own educational games. We are also concerned with the knowledge and reasoning skills that preservice teachers…
Descriptors: Secondary School Mathematics, Mathematics Instruction, Preservice Teachers, Design

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