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Sanchez, Jaime; Olivares, Ruby – Computers & Education, 2011
This paper presents the results obtained with the implementation of a series of learning activities based on Mobile Serious Games (MSGs) for the development of problem solving and collaborative skills in Chilean 8th grade students. Three MSGs were developed and played by teams of four students in order to solve problems collaboratively. A…
Descriptors: Foreign Countries, Experimental Groups, Control Groups, Learning Activities
Lin, Hao-Chiang Koong; Hsieh, Min-Chai; Wang, Cheng-Hung; Sie, Zong-Yuan; Chang, Shei-Hsi – Turkish Online Journal of Educational Technology - TOJET, 2011
In this study, we develop an interactive AR Learning System based on Augmented Reality and interactive touch-screen. The learning content knowledge is about conservation of fish in Taiwan. The system combines the game by the concept of AR book which allows children to learn about the importance of conservation of fish. A mechanism is designed to…
Descriptors: Animals, Conservation (Concept), Foreign Countries, Usability
Xia, Xinrong – English Language Teaching, 2010
Based on the analysis of the questionnaire survey on learning motivation and learning needs of postgraduates and their demands and suggestions on English teaching, the paper makes a beneficial exploration on English course model for postgraduates in agricultural universities. Under the guidance of academic game theory, the "language skills+…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
Soares Palmer, Dionne – ProQuest LLC, 2010
There has been increasing attention on the educational power of video games in recent years (Gee, 2003, 2005; Prensky 2001, 2006; Thorne, 2008; Purushotma, 2005). This study aims to investigate World of Warcraft as a venue for second language socialization, specifically in the area of pragmatics. In order to explore the potential for second…
Descriptors: Video Games, Educational Games, Educational Opportunities, Pragmatics
Johnson, W. Lewis – International Journal of Artificial Intelligence in Education, 2010
The Tactical Language and Culture Training System (TLCTS) helps learners acquire basic communicative skills in foreign languages and cultures. Learners acquire communication skills through a combination of interactive lessons and serious games. Artificial intelligence plays multiple roles in this learning environment: to process the learner's…
Descriptors: Second Language Learning, Educational Games, Intelligent Tutoring Systems, Artificial Intelligence
Kiili, Kristian; Lainema, Timo – Journal of Educational Multimedia and Hypermedia, 2010
Power is an influential component of social interaction and there are reasons for thinking that it may have important effects both on decision-making and psychological and interpersonal processes. The aim of this paper was to study the relations between the feeling of power, decision-making and flow experience in a collaborative business…
Descriptors: Educational Games, Opinions, Interpersonal Relationship, Interaction
Young, Mark; Killen, Melanie; Lee-Kim, Jennie; Park, Yoonjung – International Journal of Game-Based Learning, 2012
The need to play is primeval in human beings, at least as strong as the urge to fight. While the larger gaming community has traditionally focused on the fairly lucrative potential of exploiting the urge to fight in the form of violent and destructive war games, the "Serious Games" segment has become aware of the power of applying this…
Descriptors: Teaching Methods, Peace, Conflict Resolution, Educational Games
Schrader, Claudia; Bastiaens, Theo – International Review of Research in Open and Distance Learning, 2012
Embedding support devices in educational computer games has been asserted to positively affect learning outcomes. However, there is only limited direct empirical evidence on which design variations of support provision influence learning. In order to better understand the impact of support design on novices' learning, the current study…
Descriptors: Foreign Countries, Computer Games, Educational Games, Computer Uses in Education
Zheng, Meixun – ProQuest LLC, 2012
This mixed methods study examined the flow experience of 5th graders in the CRYSTAL ISLAND game-based science learning environment. Participants were 73 5th graders from a suburban public school in the southeastern US. Quantitative data about students' science content learning and attitudes towards science was collected via pre-and post surveys.…
Descriptors: Educational Games, Science Education, Elementary School Science, Elementary School Students
Fabricatore, Carlo; Lopez, Ximena – Electronic Journal of e-Learning, 2012
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Problem Solving
Schwartz, Ruth N. – Cultural Studies of Science Education, 2012
This Forum paper explores how Matthew Gaydos and Kurt Squire in their manuscript, "CITIZEN SCIENCE: Role Playing Games for Scientific Citizenship," represent issues of games literacy and science literacy. What is the meaning of expertise in the context of games-based learning? An examination of the studies presented suggests that games, like other…
Descriptors: Technology Integration, Role Playing, Science Instruction, Science Achievement
Luealamai, Sutha; Panijpan, Bhinyo – Simulation & Gaming, 2012
The authors have developed a computer-based learning module on the unit cell of various types of crystal. The module has two components: the virtual unit cell (VUC) part and the subsequent unit cell hunter part. The VUC is a virtual reality simulation for students to actively arrive at the unit cell from exploring, from a broad view, the crystal…
Descriptors: Foreign Countries, Learning Modules, Science Instruction, Pilot Projects
Hamalainen, Raija; Oksanen, Kimmo – Computers & Education, 2012
Along with the development of new technologies, orchestrating computer-supported collaborative learning (CSCL) has become a topic of discussion because new learning spaces challenge teacher to support collaborative learning in new ways. However, despite the optimistic notions of teachers' orchestration in CSCL situations, there are still no…
Descriptors: Computer Assisted Instruction, Group Activities, Professional Development, Time on Task
Walter, Marion – Mathematics Teaching, 2009
The author discusses how she made up some dice problems for a child's birthday. She presents some activities that can be used with younger and older children based on dice. (Contains 4 figures.)
Descriptors: Arithmetic, Mathematics Instruction, Learning Activities, Educational Games
Gachter, Simon; Konigstein, Manfred – Journal of Economic Education, 2009
The authors present a simple classroom experiment that can be used as a teaching device to introduce important concepts of organizational economics and incentive contracting. First, students take the role of a principal and design a contract that consists of a fixed payment and an incentive component. Second, students take the role of agents and…
Descriptors: Experiments, Economics Education, Undergraduate Study, Contracts

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