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Anderson, Greg – ProQuest LLC, 2010
In today's economy, productivity and efficiency require collaboration between employees. In order to improve collaboration the factors affecting teamwork must be examined to identify where changes can be made in order to increase performance. One factor contributing to teamwork is team cohesion and represents a process whereby members are joined…
Descriptors: Intervention, Video Games, Pretests Posttests, Team Training
Blum-Dimaya, Alyssa; Reeve, Sharon A.; Reeve, Kenneth F.; Hoch, Hannah – Education and Treatment of Children, 2010
Children with autism have severe and pervasive impairments in social interactions and communication that impact most areas of daily living and often limit independent engagement in leisure activities. We taught four children with autism to engage in an age-appropriate leisure skill, playing the video game Guitar Hero II[TM], through the use of (a)…
Descriptors: Play, Video Games, Autism, Scheduling
Sweeny, Robert W. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2010
Videogames represent one of the fastest growing and most influential forms of contemporary visual culture. In this article, the author looks to five aspects of current videogames: perspective, interactivity, interface, narrative, and time and movement. Each of these videogame modalities is analyzed as related to a wide range of popular media,…
Descriptors: Video Games, Art Education, Art Products, Spatial Ability
Helmer, Joel W.; Bloch, Nick – Geography Teacher, 2010
Over the last decade blog (a contraction of "web log") has crept into the national lexicon and culture, transforming the way people communicate. Although exact numbers are difficult to gather, the Web site "Technorati" is tracking more than 112.8 million blogs. Rarely far removed from technology; cell phones, iPods, Facebook…
Descriptors: Geography Instruction, Web Sites, Electronic Publishing, Video Games
Ho, Curtis, Ed.; Lin, Grace, Ed. – Association for the Advancement of Computing in Education, 2015
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2015: World Conference on E-Learning" took place in Kona,…
Descriptors: Electronic Learning, Educational Technology, Computer Science, Concept Formation
Ferguson, Christopher J. – American Psychologist, 2013
In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws.…
Descriptors: Video Games, Violence, Court Litigation, Federal Courts
Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation
Nelson-Walker, Nancy J.; Doabler, Christian T.; Fien, Hank; Gause, Marshall; Baker, Scott K.; Clarke, Ben – Society for Research on Educational Effectiveness, 2013
Widespread concern has been expressed about the persistent low mathematics achievement of students in the US, particularly for students from low-income and minority backgrounds and students with disabilities. Instructional gaming technology, when designed and fictionalized well, has the potential to improve the motivation and mathematics…
Descriptors: Mathematics Achievement, Low Achievement, At Risk Students, Educational Games
Ham, Ok Kyung; Sung, Kyung Mi; Kim, Hee Kyung – Journal of School Nursing, 2013
The purpose of this study was to investigate the association of sociodemographic, psychosocial, and behavioral characteristics with screen time among school-age children in Korea. This study employed a nonexperimental, cross-sectional study design. A total of 370 children attending four elementary schools participated in the study. Self-report…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Television Viewing
Gerber, Hannah R.; Price, Debra P. – English Journal, 2011
Today's youth come to the English language arts class with a diverse range of ideas and experiences that give them the ability to develop and blossom into proficient and talented writers for multiple audiences; constant engagement with new media and digital literacies provides them multiple opportunities and multiple channels through which to…
Descriptors: Video Games, Creative Writing, Audiences, Language Arts
Brumberger, Eva – Journal of Visual Literacy, 2011
The so-called millennial learners who currently populate college classrooms are purportedly digital natives whose repeated exposure to a host of new technologies has allegedly resulted in enhanced skills in several areas, including those related to technology and visual communication. By extension, the argument has been made that digital natives…
Descriptors: Visual Literacy, Age Groups, Visual Learning, Undergraduate Students
Kenny, Robert; Gunter, Glenda – Journal of Interactive Learning Research, 2011
Video games are one of the fastest growing elements of informal, virtual learning. While their popularity in informal learning situations continues to grow, adoption in the K-12 classrooms remains stagnant. We attribute this to two separate but inter-related phenomena. Game designers and developers fail to incorporate important pedagogic…
Descriptors: Instructional Design, Video Games, Educational Games, Teaching Methods
O'Hara, Mark – Journal of Early Childhood Research, 2011
This small-scale study focuses on young children's reported information and communication technology (ICT) experiences in the home and the role of parents in providing technological opportunities, recognition and support. The children of the parents involved were all enrolled in nursery and reception classes (4-5 years of age) in two settings…
Descriptors: Video Technology, Parent Role, Young Children, Access to Computers
Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie – Computers in the Schools, 2011
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…
Descriptors: Mentors, Summer Programs, Video Games, STEM Education
Ferguson, Christopher J. – Journal of Youth and Adolescence, 2011
The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in…
Descriptors: Violence, Video Games, Psychologists, Family Environment

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