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Inal, Yavuz; Cagiltay, Kursat – British Journal of Educational Technology, 2007
This study examines children's flow experiences in an interactive social game environment. A total of 33 children aged from 7 to 9 years participated in the study for 6 weeks. Data were collected through observations and interviews. In order to measure the flow experiences of the children, items of a flow scale were administered to the children…
Descriptors: Children, Gender Differences, Observation, Interviews
Molnar, Alex; Boninger, Faith; Wilkinson, Gary; Fogarty, Joseph – Commercialism in Education Research Unit, 2009
As part of their efforts to create a total advertising environment, companies continue to aggressively market in school to children and youth. Advertisers now routinely blur the boundaries between editorial content and advertising in an effort to thoroughly infuse childhood with marketing messages. The goal of creating a total advertising…
Descriptors: Role of Education, Purchasing, Consumer Economics, Business
Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2009
Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…
Descriptors: Electronic Learning, Educational Games, Models, Barriers
Roberts, Donald F.; Foehr, Ulla G. – Future of Children, 2008
American youth are awash in media. They have television sets in their bedrooms, personal computers in their family rooms, and digital music players and cell phones in their backpacks. They spend more time with media than any single activity other than sleeping, with the average American eight- to eighteen-year-old reporting more than six hours of…
Descriptors: Ethnicity, Socioeconomic Status, Music, Video Games
Hamalainen, Raija – Computers & Education, 2008
Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to develop students' skills for their future jobs. This study involves a design experiment including the design process of a new game environment, description of…
Descriptors: Vocational Education, Technology Integration, Cooperative Learning, Skill Development
Simpson, Elizabeth; Clem, Frances A. – Middle School Journal (J1), 2008
During the fall 2005 semester, an eighth grade teacher in a Laramie, Wyoming, middle school made an urgent plea for more progressive tools for a beginning computers course. Janet Johnson, a veteran teacher returning to the classroom after a hiatus of 10 years, was frustrated with the apparent lack of motivation and engagement by the students. She…
Descriptors: Video Games, Pilot Projects, School Districts, Grade 8
Imholz, Susan – Thinking Skills and Creativity, 2008
Clinical research in expressive therapies, psychodrama in particular, offer education researchers and software designers descriptive analyses and evidence-based impact studies on attitudinal shifts and enhanced problem solving abilities for patients and students who participate in psychodrama role-play. Gaming environments and virtual worlds that…
Descriptors: Informal Education, Computer Assisted Instruction, Change Agents, Patients
Dodge, Tyler; Barab, Sasha; Stuckey, Bronwyn; Warren, Scott; Heiselt, Conan; Stein, Richard – Journal of Interactive Learning Research, 2008
This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally transformative in prosocial ways. Players' experiences with these worlds are as much defined by the…
Descriptors: Video Games, Play, Ethnography, Children
Rish, Ryan M. – ProQuest LLC, 2011
This study investigates an elective English class, in which students in grades 10-12 collectively read and collaboratively wrote fantasy fiction in four groups. The purpose of the class was to have students consider the choices fantasy and science fictions writers, directors, and video game designers make when creating a fictional world. The…
Descriptors: Interpersonal Relationship, Literacy, Elective Courses, Cartography
Shreve, Jenn – George Lucas Educational Foundation, 2005
Kurt Squire knew something unusual was happening in his after-school Western civ program. His normally lackluster middle and high school students, who'd failed the course once already, were coming to class armed with strategies to topple colonial dictators. Heated debates were erupting over the impact of germs on national economies. Kids who…
Descriptors: Video Games, Teaching Methods, Student Motivation
Bourg, David M. – Physics Education, 2004
Modern video games use physics to achieve realistic behaviour and special effects. Everything from billiard balls, to flying debris, to tactical fighter jets is simulated in games using fundamental principles of dynamics. This article explores several examples of how physics is used in games. Further, this article describes some of the more…
Descriptors: Physics, Video Games, Simulation, Teaching Methods
Squire, Kurt D. – Educational Technology, 2007
Computer and video games have recently attracted significant attention from educators as a medium for learning. Clark's (2007) critique of the "Serious Games" movement provides a set of useful guidelines for moving that particular industry forward. This article argues for another way of framing the emerging field, as "Games, Learning, and…
Descriptors: Video Games, Educational Practices, Computer Simulation, Computers
Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange – Journal of Educational Technology, 2008
This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…
Descriptors: Educational Games, Computer Games, Technology Uses in Education, Educational Technology
Baki, Roselan; Yee Leng, Eow; Wan Ali, Wan Zah; Mahmud, Rosnaini; Hamzah, Mohd. Sahandri Gani – Online Submission, 2008
This study provides a glimpse into understanding the potential benefits as well as harm of playing video games from the perspective of six Malaysian secondary school students, aged 16-17 years old. The rationale of the study is to enable parents, educators, administrators and policy makers to develop a sound understanding on the impact of playing…
Descriptors: Video Games, Emotional Development, Secondary School Students, Late Adolescents
Edwards, Peter – Kappa Delta Pi Record, 2008
Assistive technology (AT)--the use of technology to assist individuals with disabilities--encompasses a wide range of applications including problems with reading, writing, and language arts; speech-language disorders; students with mild disabilities; and older students. An exciting and motivational use of AT to assist readers that has not been…
Descriptors: Educational Technology, Creative Thinking, Assistive Technology, Thinking Skills

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