Publication Date
| In 2026 | 0 |
| Since 2025 | 99 |
| Since 2022 (last 5 years) | 600 |
| Since 2017 (last 10 years) | 1330 |
| Since 2007 (last 20 years) | 2502 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Teachers | 61 |
| Researchers | 14 |
| Parents | 9 |
| Policymakers | 9 |
| Practitioners | 9 |
| Administrators | 8 |
| Students | 8 |
| Media Staff | 6 |
| Counselors | 1 |
| Support Staff | 1 |
Location
| Turkey | 97 |
| Australia | 75 |
| Spain | 71 |
| Canada | 64 |
| California | 45 |
| United States | 44 |
| China | 41 |
| United Kingdom | 36 |
| Taiwan | 35 |
| Japan | 26 |
| Malaysia | 23 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 2 |
| Meets WWC Standards with or without Reservations | 2 |
| Does not meet standards | 2 |
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Johnson, Genevieve Marie – Journal of Interactive Online Learning, 2011
Widespread adoption of the Internet during the past two decades has produced the first generation of digital natives. Ninety-five children (M[subscript age] = 10.4 years) completed a questionnaire that measured three clusters of variables: 1) Internet use at home and school, 2) peer, school, and home self-esteem, 3) and cognitive abilities…
Descriptors: Females, Internet, Gender Differences, Males
Gelman, Adam – ProQuest LLC, 2010
One of the biggest innovations of the last century has been the invention of the video game. Video games are an extremely popular form of entertainment today. While some question the use of video games in education, others argue that video games are one innovation that if introduced into the classroom, might change how teachers effectively engage…
Descriptors: Student Attitudes, Video Games, Grade 7, Mathematics Achievement
Moshirnia, Andrew; Israel, Maya – Journal of Interactive Learning Research, 2010
Despite the increasing popularity of many commercial video games, this popularity is not shared by educational video games. Modified video games, however, can bridge the gap in quality between commercial and education video games by embedding educational content into popular commercial video games. This study examined how different information…
Descriptors: Educational Games, Video Games, Change, Industry
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Sloane, Sharon; Holmes, Elizabeth – Educational Technology, 2009
The authors describe the steps in the ethical decision-making process and show how employers and educators are addressing ethical gray areas using innovative simulations in order to better prepare employees and other personnel to face ethical challenges head-on. The model outlined in this article can be used as a teaching and training tool to…
Descriptors: Ethics, Educational Technology, Decision Making, Educational Games
Shubik, Martin – Simulation & Gaming, 2009
An overall view of the development of gaming and simulation is presented. This includes a consideration of some observations on what had been predicted and what happened, as well as some predictions concerning the future. Stress is given to prediction based on what is technically feasible and prediction based on the sociopolitical environment. It…
Descriptors: Social Influences, Political Issues, War, Games
Dye, M. W. G.; Green, C. S.; Bavelier, D. – Neuropsychologia, 2009
Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and…
Descriptors: Cues, Video Games, Tests, Attention Span
Piirainen-Marsh, Arja; Tainio, Liisa – Modern Language Journal, 2009
This article offers an empirically based contribution to the growing body of studies using Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and through interaction. Building on a sociointeractional view of learning as grounded in the structures of participation in social activities, we apply CA methods to…
Descriptors: Video Games, Vocabulary Development, Second Language Learning, Interaction
De Lucia, Andrea; Francese, Rita; Passero, Ignazio; Tortora, Genoveffa – Computers & Education, 2009
Video games and new communication metaphors are quickly changing today's young people habits. Considering the actual e-learning scenarios, embedded in a fully technological enabled environment it is crucial to take advantage of this kind of capabilities to let learning process gain best results. This paper presents a virtual campus created using…
Descriptors: Video Games, Cooperative Learning, Virtual Classrooms, Teacher Student Relationship
Squire, Kurt D.; DeVane, Ben; Durga, Shree – Theory Into Practice, 2008
Schools appear to be facing a crisis of engaging secondary students in meaningful learning. Many are recognizing that the learning principles embodied in computer and video games reflect the best theories of cognition, yet are underutilized as an educational resource. This article suggests an alternative model for game-based learning outside of…
Descriptors: Video Games, Educational Resources, Secondary School Students, Computers
Yang, Stephen; Smith, Brian; Graham, George – Innovate: Journal of Online Education, 2008
Stephen Yang, Brian Smith, and George Graham explore the potential of exergames as a tool to combat the growing problem of childhood and adolescent obesity. Exergames rely on sensing technology that allows on-screen activity to be controlled through physical activity, rather than through operation of a handheld controller. Researchers frequently…
Descriptors: Physical Education, Cues, Obesity, Physical Activities
Charlier, Nathalie; De Fraine, Biecke – International Journal of Game-Based Learning, 2012
As educational technology is rapidly changing, greater emphasis has been placed on preparing the next generation of teachers for effective technology integration into the classrooms. In this article, the authors describe the design, implementation, and evaluation of a course on digital game-based learning (DGBL) developed for the preservice…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Program Development
Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim – Simulation & Gaming, 2012
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…
Descriptors: Foreign Countries, Educational Games, Simulation, Video Games
Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games

Peer reviewed
Direct link
