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Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole – Cultural Studies of Science Education, 2012
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge…
Descriptors: Foreign Countries, Video Games, Teaching Methods, Botany
Kwah, Helen – Cultural Studies of Science Education, 2012
In their paper, Munoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games, Munoz and El-Hani take a more creative route and include games such as Fallout 3[R] precisely because they are popular and they reproduce ideological and…
Descriptors: Science Education, Ethics, Citizenship Education, Science Teachers
Amory, Alan – Interactive Learning Environments, 2012
It is argued that against the background of a neo-managerial and market-driven global education system, the production and use of technology to support teaching and learning perpetuates hegemonic behaviorist values. Activity theory, as a lens, is used to explore the power relations that are integral to the development and use of Reusable Learning…
Descriptors: Blended Learning, Video Games, Educational Technology, Ideology
Allsop, Yasemin – Online Submission, 2011
The use of computer games on mobile devices in schools for learning is still relatively new and is constantly evolving. The successful integration of this emerging technology into education requires a longitudinal study into how they are being perceived by learners and teachers. Finding out what works well with children in the terms of technology…
Descriptors: Concept Mapping, Student Attitudes, Educational Games, Learning Experience
Toscano, Aaron Antonio – Current Issues in Education, 2011
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; Selfe & Hawisher 2004, 2007): This discussion argues that video games are another simulacra for postmodern cultural critique. Video games do cultural work by allowing gamers to play out socially constructed hopes and fears. As cultural products mediated…
Descriptors: Video Games, Young Adults, Case Studies, Computer Literacy
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell – Active Learning in Higher Education, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Descriptors: College Students, Student Experience, Teaching Methods, Video Games
Harrington, M. C. R. – IEEE Transactions on Learning Technologies, 2011
Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…
Descriptors: Computer Uses in Education, Environmental Education, Elementary School Students, Computer Simulation
Evans, Arthur William, III – ProQuest LLC, 2010
The push to further the use of technology in learning has broadened the attempts of many to find innovated ways to aid the new, technologically savvy generation of learners, in acquiring the knowledge needed for their education and training. A critical component to the success of these initiatives is the proper application of the "science of…
Descriptors: Video Games, Military Training, Goal Orientation, Program Effectiveness
Soares Palmer, Dionne – ProQuest LLC, 2010
There has been increasing attention on the educational power of video games in recent years (Gee, 2003, 2005; Prensky 2001, 2006; Thorne, 2008; Purushotma, 2005). This study aims to investigate World of Warcraft as a venue for second language socialization, specifically in the area of pragmatics. In order to explore the potential for second…
Descriptors: Video Games, Educational Games, Educational Opportunities, Pragmatics
D'Angelo Cynthia – ProQuest LLC, 2010
Vectors and vector addition are difficult concepts for many introductory physics students and traditional instruction does not usually sufficiently address these difficulties. Vectors play a major role in most topics in introductory physics and without a complete understanding of them many students are unable to make sense of the physics topics…
Descriptors: Video Games, Physics, Conventional Instruction, Science Education
Mangen, Anne – Contemporary Issues in Early Childhood, 2010
This article presents some theoretical-methodological reflections on the current state of the art of research on information and communication technology (ICT) in early childhood education. The implementation of ICT in preschool has triggered considerable research activity on the educational potential of digital technologies. Numerous projects and…
Descriptors: Early Childhood Education, Phenomenology, Computer Uses in Education, Educational Technology
Lewis, Lydia – Geography Teacher, 2010
Data Day, an event that is the culmination of a multiple-week unit, is the perfect opportunity to work across disciplines and, in particular, aligns beautifully with skills and objectives geography teachers work on with their students. Bruce Jones at The Blake School in Hopkins, Minnesota, was the originator of Data Day. Jones described the…
Descriptors: Video Games, Scientific Methodology, Geography, Science Teachers
Ceranoglu, Tolga Atilla – Academic Psychiatry, 2010
Objective: Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with…
Descriptors: Play, Video Games, Pain, Cognitive Restructuring
Lotan, Meir; Yalon-Chamovitz, Shira; Weiss, Patrice L. – Research in Developmental Disabilities: A Multidisciplinary Journal, 2010
Individuals with intellectual and developmental disabilities (IDD) are in need of effective and motivating physical fitness training programs. The aim was to test the effectiveness of a virtual reality (VR)-based exercise program in improving the physical fitness of adults with severe IDD when implemented by on-site caregivers. A research group (N…
Descriptors: Metabolism, Exercise, Computer Uses in Education, Video Games
Bickford, Rebekah S. – Communique, 2010
This fall, the U.S. Supreme Court will hear arguments in a case that promises to affect the lives of many children. Up for debate is whether a law aimed at curbing children's access to violent video games violates their constitutional right to free speech. Signed 5 years ago by Governor Schwarzenegger, the California statute, which has yet to take…
Descriptors: Racquet Sports, Sexual Abuse, Video Games, Computer Simulation

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