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Peer reviewedMayer, Richard E.; Mautone, Patricia; Prothero, William – Journal of Educational Psychology, 2002
The task was to survey an area of a planet's surface to identify the presence of various geological features such as a trench, ridge, or basin. Students who received prior pictorial representations of features performed more accurately than students who did not, but there was no significant effect for including verbal statements about strategies…
Descriptors: Aptitude Treatment Interaction, Educational Games, Instructional Effectiveness, Instructional Materials
Peer reviewedDixit, Avinash – Journal of Economic Education, 2005
The author suggests methods for teaching game theory at an introductory level, using interactive games to be played in the classroom or in computer clusters, clips from movies to be screened and discussed, and excerpts from novels and historical books to be read and discussed.
Descriptors: Game Theory, Teaching Methods, Video Games, Economics Education
Moreno, Roxana; Mayer, Richard E. – Journal of Educational Psychology, 2004
College students learned how to design the roots, stem, and leaves of plants to survive in five different virtual reality environments through an agent-based multimedia educational game. For each student, the agent used personalized speech (e.g., including I and you) or nonpersonalized speech (e.g., 3rd-person monologue), and the game was…
Descriptors: Educational Games, Computer Simulation, Higher Education, College Students
Oslin, Judy – Teaching Elementary Physical Education, 2004
Most motor development experts, teacher educators, and physical educators agree that the development of fundamental motor skills ought to be the focus of primary level (K-2nd grade) physical education. Given the limited number of days allocated for physical education in most elementary schools, ensuring that all students learn 200 or more…
Descriptors: Elementary School Students, Play, Motor Development, Physical Education
Danielsson, Karin; Wiberg, Charlotte – Interactive Technology and Smart Education, 2006
This paper reports on how prospective users may be involved in the design of entertaining educational computer games. The paper illustrates an approach, which combines traditional Participatory Design methods in an applicable way for this type of design. Results illuminate the users' important contribution during game development, especially when…
Descriptors: Games, Motivation, Educational Games, Computers
Pelletier, Caroline – E-Learning, 2005
Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their inherent pleasures, which are linked to increased motivation to learn. However, the relationship between pleasure, agency and motivation in educational…
Descriptors: Play, Educational Games, Learning Motivation, Educational Technology
Lowrie, Tom – Journal of Mathematical Behavior, 2005
This investigation describes the way in which a case study participant (aged 7) represented, posed and solved problems in a technology game-based environment. The out-of-school problem-solving context placed numeracy demands on the participant that were more complex and sophisticated than the type of mathematics experiences he encountered in…
Descriptors: Maps, Problem Solving, Educational Technology, Numeracy
Linklater, Holly – Early Years: An International Journal of Research and Development, 2006
Recently in the UK there have been dramatic changes in the state provision of early years education and care, most notably the introduction of the Qualifications and Curriculum Authority's "early learning goals" in 1999 and "curriculum guidance for the foundation stage" in 2000. Outlining the context in which these changes came…
Descriptors: Emergent Literacy, Foreign Countries, Early Experience, Childhood Interests
Bobis, Janette – Australian Primary Mathematics Classroom, 2004
Estimation is an important skill for everyday living. Good estimators usually have a sound knowledge of basic facts, understand place value and use a variety of strategies to make their estimates. This paper describes an activity which is designed to provide students with opportunities to practice their rounding strategies with addition and…
Descriptors: Number Concepts, Computation, Mathematics Instruction, Mathematics
Bragg, Leicha A. – Australian Primary Mathematics Classroom, 2006
Mathematics games are often used in the classroom as a reward or warm-up activity before the "real" learning takes place. Many teachers have witnessed how useful games are for tuning-in students to the impending mathematics lesson. However, have teachers considered playing games as the central part of the lesson? This article explores…
Descriptors: Misconceptions, Mathematics Instruction, Educational Games, Teaching Methods
McGreal, Rory; Anderson, Terry – International Journal of Distance Education Technologies, 2007
A principal characteristic of the Canadian experience with e-learning is the uniquely Canadian feature of provincial jurisdiction over education. Canada is the only country that does not have a national department or ministry of education. Therefore, any investigation of e-learning in Canada must focus more on specific provincial initiatives in…
Descriptors: Foreign Countries, Electronic Learning, Consortia, Virtual Universities
Willett, Rebekah – Learning, Media and Technology, 2007
This article focuses on data collected from a project called "Shared Spaces: Informal Learning and Digital Cultures". The project aimed to build links between young peoples' leisure and learning experiences, by engaging with the content and styles of learning connected with digital cultures in homes and community centres. The article focuses on…
Descriptors: Educational Technology, Informal Education, Constructivism (Learning), Computer Uses in Education
Rule, Audrey C. – Early Childhood Education Journal, 2007
This guest editorial describes ways teachers can use guessing games about an unknown item in a "mystery box" to help children improve their abilities to listen to others, recall information, ask purposeful questions, classify items by class, make inferences, synthesize information, and draw conclusions. The author presents information…
Descriptors: Learning Strategies, Cognitive Processes, Attention Span, Inferences
Rosenbaum, Eric; Klopfer, Eric; Perry, Judy – Journal of Science Education and Technology, 2007
The learning of science can be made more like the practice of science through authentic simulated experiences. We have created a networked handheld Augmented Reality environment that combines the authentic role-playing of Augmented Realities and the underlying models of Participatory Simulations. This game, known as Outbreak @ The Institute, is…
Descriptors: Science Education, Educational Games, Experiential Learning, Simulated Environment
Curriculum Review, 2007
This article features the website materials devoted to the latest federal guidelines, called MyPyramid at: www.mypyramid.gov, which is developed by the United States Department of Agriculture's Food and Nutrition Service. While this site can be helpful to a host of health professionals, it also contains valuable information that may help K-6…
Descriptors: Worksheets, Instructional Materials, Physical Activities, Nutrition Instruction

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