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Hannes Kaufmann; Bernd Meyer – Themes in Science and Technology Education, 2009
We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths…
Descriptors: Physics, Science Instruction, Simulated Environment, Computer Simulation
Peer reviewedBurns, Richard; Harrell, Roger L. – Clearing House, 1971
Descriptors: Educational Games, Problem Solving
Southern Regional Education Board (SREB), 2010
This is the fourth in a series of eight newsletters highlighting best practices presented at the 2009 HSTW Staff Development Conference in Atlanta. These newsletters contain information about successful actions schools across the nation are taking to join hands-on and heads-on learning in ways that increase student motivation and achievement. This…
Descriptors: Best Practices, Effective Schools Research, Teacher Effectiveness, Elementary Education
Mathis, Jonathan D. – Journal of College Admission, 2010
This article discusses game design concepts suggested to foster engagement while considering the needs of underserved high school students preparing for the college admission process. The contextual nature of college counseling efforts in urban secondary school settings provides a backdrop for consideration of the manner in which game design and…
Descriptors: Educational Strategies, Counseling Techniques, Video Games, Experiential Learning
Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn – Research in Science & Technological Education, 2010
As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Secondary School Science
Dalgarno, Barney; Lee, Mark J. W. – British Journal of Educational Technology, 2010
This article explores the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). Drawing on published research spanning two decades, it identifies a set of unique characteristics of 3-D VLEs, which includes aspects of their representational fidelity and aspects of the learner-computer interactivity they…
Descriptors: Experiential Learning, Knowledge Representation, Virtual Classrooms, Educational Research
Tobias, Sigmund; Fletcher, J. D. – Educational Technology, 2007
Empirical research was reviewed to identify recommendations that game designers and developers could use to improve the pedagogical effectiveness of games for instruction. Findings from the research literature suggested 13 recommendations, which are discussed in this article. Distinctions between instructional games and instructional simulations…
Descriptors: Computers, Educational Games, Computer Simulation, Instructional Design
Nowosielski, Danica A. – Journal of Chemical Education, 2007
The concentration game can be used as a complete class or a portion of it to help reinforce the material being presented or for review sessions. An environmental chemistry class review is presented with the use of the concentration game.
Descriptors: Chemistry, Educational Games, Teaching Methods, Environmental Education
Reese, Curt – Journal of Educational Technology, 2008
Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in…
Descriptors: Communities of Practice, Educational Games, Computer Games, Learning Processes
Buckley, Carol A. – Teaching Children Mathematics, 2008
Using the popular puzzle Sudoku to teach logical reasoning skills to young students offers a concrete way to incorporate an interactive bulletin board into grade 2 and 3 classrooms. The author also suggests ways to differentiate the activity. (Contains 2 figures.)
Descriptors: Bulletin Boards, Grade 2, Grade 3, Mathematical Logic
Matthews, Michael E. – Mathematics Teacher, 2008
This article discusses how teachers can organize and use mathemagic tricks in their curriculum and classroom to enhance conceptual understanding. Four mathemagic tricks are presented and analyzed. (Contains 3 figures and 5 online resources.)
Descriptors: Mathematical Concepts, Teaching Methods, Mathematics Instruction, Creative Teaching
Poon, Kin-Keung; Shiu, Wai-Chee – International Journal of Mathematical Education in Science and Technology, 2008
In this note, we will focus on several applications on the Dirichlet's box principle in Discrete Mathematics lesson and number theory lesson. In addition, the main result is an innovative game on a triangular board developed by the authors. The game has been used in teaching and learning mathematics in Discrete Mathematics and some high schools in…
Descriptors: Foreign Countries, Number Concepts, Mathematics Instruction, Mathematical Concepts
Lehnhoff, Erik; Woolbaugh, Walt; Rew, Lisa – Science Scope, 2008
Plant ecology is an important subject that often receives little attention in middle school, as more time during science classes is devoted to plant biology. Therefore, the authors have developed a series of activities, including a card game--Designing the Perfect Plant--to introduce student's to plant ecology and the ecological trade offs…
Descriptors: Ecology, Biodiversity, Plants (Botany), Middle School Students
Parker, J. R.; Becker, Katrin; Sawyer, Ben – Educational Technology, 2008
Everything old is new again. In a recent "Point of View" editorial commentary in "Educational Technology," Richard E. Clark revisits the now-famous media-effects debate with a focus on serious games. Clark argues that serious games have little to offer that improves upon traditional methods. This article responds to those claims. While Clark's…
Descriptors: Educational Technology, Reader Response, Rhetorical Criticism, Misconceptions
Cheng, Meng-Tzu – ProQuest LLC, 2009
In response to the solicitation of the National Institute on Drug Use (NIDA) (NIDA, 2006) for the "Development of a Virtual Reality Environment for Teaching about the Impact of Drug Abuse on the Brain," a virtual brain exhibit was developed by the joint venture of Entertainment Science, Inc. and Virtual Heroes, Inc.. This exhibit included a…
Descriptors: Middle School Students, Student Attitudes, Video Games, Negative Attitudes

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