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Berger, Richard; McDougall, Julian – Literacy, 2013
This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…
Descriptors: Video Games, English Literature, Secondary School Students, Undergraduate Students
Kooiman, Brian J.; Kim, Heeja; Li, Wenling; Wesolek, Michael – International Journal of Technology in Teaching and Learning, 2013
Video games may seem an odd place to find Common Core State Standard implementation strategies. A closer look reveals that educational principles found in certain video game genres might help update instructional strategies that no longer engage contemporary learners. These video game strategies can explain why learners will spend hours playing…
Descriptors: Educational Principles, Video Games, Play, Cooperative Learning
Holbert, Nathan Ryan – ProQuest LLC, 2013
Video games have recently become a popular space for educational design due to their interactive and engaging nature and the ubiquity of the gaming experience among youth. Though many researchers argue video games can provide opportunities for learning, educational game design has focused on the classroom rather than the informal settings where…
Descriptors: Games, Design, Science Process Skills, Abstract Reasoning
Bowers, Alex J.; Berland, Matthew – Educational Technology Research and Development, 2013
Historically, the relationship between student academic achievement and use of computers for fun and video gaming has been described from a multitude of perspectives, from positive, to negative, to neutral. However, recent research has indicated that computer use and video gaming may be positively associated with achievement, yet these studies…
Descriptors: Academic Achievement, Mathematics Achievement, High School Students, Grade 10
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
As noted in part I of this article (published in "TechTrends 54"(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and…
Descriptors: Instructional Design, Video Games, College Faculty, Educational Technology
Wainess, Richard; Kerr, Deirdre; Koenig, Alan – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
One of the reasons why commercial video games are popular is that they effectively teach players how to play the game--in many cases as the player plays the game itself. This paper focuses on how to effectively integrate teaching "how to play a game" with teaching an "instructional domain" within a game for learning. By analyzing more than 30…
Descriptors: Video Games, Teaching Methods, Educational Games, Feedback (Response)
Jordan, Ethan T. – ProQuest LLC, 2011
Students are now involved in a vastly different textual landscape than many English scholars, one that relies on the "reading" and interpretation of multiple channels of simultaneous information. As a response to these new kinds of literate practices, my dissertation adds to the growing body of research on multimodal literacies, narratology in new…
Descriptors: Video Games, Literacy, Rhetorical Theory, English Instruction
Renaud, Christian; Wagoner, Bridgette – Principal Leadership, 2011
The use of computer-based gaming in education is not a new phenomenon. Many educators nostalgically remember green Apple II monitors displaying the games Lemonade Stand and Oregon Trail in the early 1980s. Technology in schools has evolved considerably since then, and gaming has become pervasive within all demographic subgroups. Gaming within…
Descriptors: Video Games, Educational Games, Educational Technology, Computer Uses in Education
Farmer, Lesley S. J. – Knowledge Quest, 2011
Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…
Descriptors: Females, School Libraries, Sex Fairness, Librarians
Huntley, Mary Ann; Flores, Alfinio – PRIMUS, 2011
In this article, the authors describe how prospective secondary mathematics teachers designed their own adaptations of popular board and computer games to learn the history of mathematics. They begin the article by describing some of the games students designed and used, and follow this with a discussion of factors for successful use of games in…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, History
Sung, K.; Hillyard, C.; Angotti, R. L.; Panitz, M. W.; Goldstein, D. S.; Nordlinger, J. – IEEE Transactions on Education, 2011
Despite the proven success of using computer video games as a context for teaching introductory programming (CS1/2) courses, barriers including the lack of adoptable materials, required background expertise (in graphics/games), and institutional acceptance still prevent interested faculty members from experimenting with this approach. Game-themed…
Descriptors: Computers, Video Games, Introductory Courses, Programming
Mohanty, Soumya D.; Cantu, Sergio – Physics Education, 2011
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate…
Descriptors: Video Games, Physics, College Science, Undergraduate Study
King, Daniel Luke; Delfabbro, Paul H.; Zajac, Ian T. – International Journal of Mental Health and Addiction, 2011
Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify "problem" video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game…
Descriptors: Video Games, Test Validity, Addictive Behavior, Diagnostic Tests
Gresalfi, Melissa; Barab, Sasha – Theory Into Practice, 2011
This article discusses the ways that tasks and classroom cultures can be supported through the design of online immersive games. The authors focus on a mathematics unit in which students become statisticians who must understand the contextual implications of using particular mathematical tools in analyzing different data sets and reflect on what…
Descriptors: Educational Opportunities, Mathematics Instruction, Learner Engagement, Video Games
Kawam, Alae; Kouh, Minjoon – Physics Teacher, 2011
In an introductory physics course where students first learn about vectors, they oftentimes struggle with the concept of vector addition and decomposition. For example, the classic physics problem involving a mass on an inclined plane requires the decomposition of the force of gravity into two directions that are parallel and perpendicular to the…
Descriptors: Physics, Introductory Courses, Scientific Concepts, Algebra