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Campbell, Tessa N. – American Biology Teacher, 2009
The plasma membrane is the membrane that serves as a boundary between the interior of a cell and its extracellular environment. Lipid rafts are microdomains within a cellular membrane that possess decreased fluidity due to the presence of cholesterol, glycolipids, and phospholipids containing longer fatty acids. These domains are involved in many…
Descriptors: Active Learning, Teaching Methods, Creative Teaching, Scientific Concepts
Klappa, Peter – Bioscience Education, 2009
Several teaching approaches with a focus on active learning have been developed in the past, with the aim to encourage the learner to take responsibility for their own learning progress. Most of these approaches augment the learning of material after it was introduced in conventional lectures. The aim of this project was to develop a teaching…
Descriptors: Active Learning, Educational Games, Tests, Biology
Faria, A. J.; Hutchinson, David; Wellington, William J.; Gold, Steven – Simulation & Gaming, 2009
This article examines developments in business simulation gaming during the past 40 years. Covered in this article are a brief history of business games, the changing technology employed in the development and use of business games, changes in why business games are adopted and used, changes in how business games are administered, and the current…
Descriptors: Games, Simulation, Educational Games, Use Studies
Making Web3D Less Scary: Toward Easy-to-Use Web3D e-Learning Content Development Tools for Educators
de Byl, Penny – Innovate: Journal of Online Education, 2009
Penny de Byl argues that one of the biggest challenges facing educators today is the integration of rich and immersive three-dimensional environments with existing teaching and learning materials. To empower educators with the ability to embrace emerging Web3D technologies, the Advanced Learning and Immersive Virtual Environment (ALIVE) research…
Descriptors: Research and Development, Virtual Classrooms, Computer Software Reviews, Courseware
Rosario, Roberto A. Munoz; Widmeyer, George R. – Journal of Information Systems Education, 2009
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other things, the establishment of design principles. These principles have the potential to help designers produce games, where users achieve higher levels of learning. This paper focuses on twelve design principles: Probing, Distributed, Multiple Routes,…
Descriptors: Constructivism (Learning), Educational Games, Scientific Principles, Design Preferences
Clark, Aaron C.; Ernst, Jeremy V. – Technology Teacher, 2009
The authors have devoted a considerable amount of time evaluating the role that gaming and game development plays in the form of curricula integration and as a future career focus for students interested in this field. From the research conducted through the completed National Science Foundation (NSF) project, VisTE: Visualization in Technology…
Descriptors: Technological Literacy, Technology Education, Integrated Curriculum, Unified Studies Curriculum
Mokashi, Neelima A. – Teaching Children Mathematics, 2009
This article depicts the rewarding experience of creating mathematical environments for kindergarten and elementary students by focusing on one of the most important and often difficult-to-grasp concepts (fractions) through play methods incorporated into a math fair. The basic concept of a math fair is threefold: (1) to create preplanned,…
Descriptors: Mathematics Instruction, Kindergarten, Elementary School Students, Mathematical Concepts
Delacruz, Girlie C.; Chung, Gregory K. W. K.; Baker, Eva L. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
This study provides empirical evidence of a highly specific use of games in education--the assessment of the learner. Linear regressions were used to examine the predictive and convergent validity of a math game as assessment of mathematical understanding. Results indicate that prior knowledge significantly predicts game performance. Results also…
Descriptors: Educational Games, Validity, Prior Learning, Scores
Paraskeva, Fotini; Mysirlaki, Sofia; Papagianni, Aikaterini – Computers & Education, 2010
This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game…
Descriptors: Educational Games, Self Efficacy, Academic Achievement, Gender Differences
Kame'enui, Edward J., Ed.; Baumann, James F., Ed. – Guilford Publications, 2012
This highly regarded work brings together prominent authorities on vocabulary teaching and learning to provide a comprehensive yet concise guide to effective instruction. The book showcases practical ways to teach specific vocabulary words and word-learning strategies and create engaging, word-rich classrooms. Instructional activities and games…
Descriptors: Reading Difficulties, Play, Vocabulary, Learning Strategies
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
Gaydos, Matthew J.; Squire, Kurt D. – Cultural Studies of Science Education, 2012
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called "Citizen…
Descriptors: Science and Society, STEM Education, Predictor Variables, Use Studies
Redd, Jennifer; Schmidt-Crawford, Denise – Journal of Open, Flexible and Distance Learning, 2011
This study focused on the potential for building 25 high-school students' word knowledge by using a mobile learning device and gaming app. Using a game as an instructional tool is a portable way for students to engage with content. The amount of vocabulary mastered after using the app on the mobile device was examined in relation to a pre-test and…
Descriptors: High School Students, Vocabulary Development, Courseware, Handheld Devices
Khan, Misbah Mahmood; Reed, Jonathan – International Journal of Virtual and Personal Learning Environments, 2011
Games Based Learning needs to be linked to good learning theory to become an important educational intervention. This study examines the effectiveness of a collection of computer games called Neurogames®. Neurogames are a group of computer games aimed at improving reading and basic maths and are designed using neuropsychological theory. The…
Descriptors: Teaching Methods, Educational Games, Computer Games, Numeracy
Gray, David M. – International Journal of Learning and Change, 2011
Capstone courses can create a space for students and educators to act as co-producers of desired learning outcomes which are directly relevant to the world of work. This study uses an auto-ethnographic case study approach to demonstrate how a mixed model learning approach evolved in a capstone marketing strategy unit in a marketing major at an…
Descriptors: Foreign Countries, Courses, Ethnography, Case Studies

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