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Squire, Kurt D.; Jan, Mingfong – Journal of Science Education and Technology, 2007
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to "think like scientists." Location-based augmented reality games offer an…
Descriptors: Persuasive Discourse, Role Playing, Social Change, Physical Environment
Febey, Karen; Coyne, Molly – American Journal of Evaluation, 2007
The field of program evaluation lacks interactive teaching tools. To address this pedagogical issue, the authors developed a collaborative learning technique called Program Evaluation: The Board Game. The authors present the game and its development in this practitioner-oriented article. The evaluation board game is an adaptable teaching tool…
Descriptors: Teaching Methods, Program Evaluation, Evaluation Methods, Cooperative Learning
Tendall, Rosita Ann – ProQuest LLC, 2009
The purpose of the study was to explore the possible effects of music activities, specifically singing and movement on certain reading test scores in beginning and pre readers in a Reading First school. Participants were 8 kindergarten and 17 first grade students (N=25) at a Reading First elementary school in an urban school district in the…
Descriptors: Reading Tests, Reading Skills, Reading Instruction, Kindergarten
Brown, John L.; Marzano, Robert J. – Association for Supervision and Curriculum Development, 2009
Implementing the action steps from ASCD's best-seller "The Art and Science of Teaching" is much easier when you use this in-depth resource for workshops, professional learning communities, teacher training, and self-help. Hundreds of samples, guidelines, checklists, and activities help teachers in all grades and subjects become instant experts on…
Descriptors: Classroom Techniques, Guides, Teaching Methods, Workshops
Fu, Fong-Ling; Su, Rong-Chang; Yu, Sheng-Chin – Computers & Education, 2009
In an effective e-learning game, the learner's enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner's points of view.…
Descriptors: Online Courses, Questionnaires, Educational Games, Student Attitudes
Papadima-Sophocleous, Salomi, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2016
The 23rd EUROCALL conference was held in Cyprus from the 24th to the 27th of August 2016. The theme of the conference this year was "CALL Communities and Culture." It offered a unique opportunity to hear from real-world CALL practitioners on how they practice CALL in their communities, and how the CALL culture has developed in local and…
Descriptors: Conference Papers, Computer Assisted Instruction, Second Language Instruction, English (Second Language)
Lainema, Timo; Lainema, Kirsi – Journal of Research on Technology in Education, 2008
The turbulent business environment requires business expertise from ever-larger personnel groups. The required business know-how is a combination of knowledge and several different skills, and it should provide the learners with an overall view of the functioning of a business organization as a whole. Moreover, while work is increasingly becoming…
Descriptors: Training Methods, Cooperation, Learning Strategies, Student Attitudes
Gros, Begona – Journal of Research on Technology in Education, 2007
In recent years, electronic games have assumed an important place in the lives of children and adolescents. Children acquire digital literacy informally, through play, and neither schools nor other educational institutions take sufficient account of this important aspect. We consider that multimedia design for training and education should combine…
Descriptors: Educational Technology, Educational Games, Educational Environment, Computer Software Evaluation
Squire, Kurt; Klopfer, Eric – Journal of the Learning Sciences, 2007
Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in…
Descriptors: Scientific Principles, Investigations, Engineering Education, Computer Simulation
Figgins, Margo A.; Johnson, Jenny – English Journal, 2007
Students' relationships with language are likely to change when they are permitted to play with it, but teachers must construct multiple classroom situations for experimentation, and thus change, to take place. Margo A. Figgins and Jenny Johnson give several ideas for how to foster wordplay among students, describing use of eponyms, word…
Descriptors: Language Attitudes, Educational Games, Play, Teaching Methods
Lannie, Amanda L.; McCurdy, Barry L. – Education and Treatment of Children, 2007
Teachers are often ill-prepared to manage classrooms in urban schools. In the present study, an empirically-based behavioral management strategy, the Good Behavior Game (Game), was investigated. The effects of the Game on student behavior and teacher response statements, including praise, were examined. A teacher with 22 students in a first grade…
Descriptors: Classroom Techniques, Urban Schools, Teacher Behavior, Student Behavior
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2010
For the thirty-third year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Conferences (Gatherings), Research and Development, Educational Technology, Annual Reports
Brumbaugh, Linda – 1994
This resource book contains mathematical games, tricks, and quick activities for the classroom. Categories include place value, number lines, basic facts and computation, computation and calculator practice, puzzles for tricky thinkers, and geometry. Ten classroom games and activities are found in the place value and number line sections, 27…
Descriptors: Critical Thinking, Educational Games, Elementary Education, Learning Activities
Bulla, Dale – 1996
This book contains activities using a technique that allows students to practice routine arithmetical operations without getting bored. Math Loops is a game in which each student receives a card containing answers to a mathematics question or problem and must listen for another student to call out the question. As the game progresses around the…
Descriptors: Arithmetic, Drills (Practice), Educational Games, Elementary Education
Edwards, Ronald – 1992
This resource book contains 20 magic tricks based on the properties of whole numbers that are intended to spark the interest and imagination of students. Following each activity, students are asked to write about their discoveries and to create their own magic tricks. A matrix of skills for all the activities and lists of the materials required…
Descriptors: Algebra, Classroom Techniques, Critical Thinking, Educational Games

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