Publication Date
| In 2026 | 0 |
| Since 2025 | 4 |
Descriptor
Author
Publication Type
| Journal Articles | 3 |
| Reports - Research | 2 |
| Books | 1 |
| Collected Works - General | 1 |
| Information Analyses | 1 |
Education Level
| Elementary Secondary Education | 2 |
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Elementary Education | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
| Teachers | 1 |
Location
| Japan | 4 |
| Africa | 1 |
| Asia | 1 |
| Australia | 1 |
| China | 1 |
| Europe | 1 |
| Germany | 1 |
| Indonesia | 1 |
| Montana | 1 |
| South America | 1 |
| South Korea | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Aigul I. Akhmetova; Salima S. Seitenova; Begzod K. Khodjaev; Odinakhon R. Jamoldinova; Saule Z. Yerkebaeva; Kenzhegul U. Kazybayeva – Contemporary Educational Technology, 2025
This study presents the first comprehensive dual-database bibliometric analysis of game-based learning research, investigating its evolution between 2015 and 2024 through analysis of 34,125 documents from Scopus (18,487) and Web of Science (WoS) (15,638) using advanced visualization techniques. The findings reveal consistent field expansion with…
Descriptors: Game Based Learning, Bibliometrics, Educational Research, Periodicals
Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
Fabio Spano; Adam Kardos; Craig Dennis Howard – International Journal of Designs for Learning, 2025
This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature--an integrated teacher dashboard that addresses issues in traditional homework--a lack of immediate feedback…
Descriptors: Gamification, Dictionaries, Artificial Intelligence, English (Second Language)
Li Sun, Editor; Cheng-Yao Lin, Editor – IGI Global, 2025
Many educators face the challenge of engaging students in science and mathematics, often struggling to bridge the gap between theoretical concepts taught in classrooms and their real-world applications. This disconnect can lead to disinterest and disengagement among students, hindering their learning outcomes. "Cases on Informal Learning for…
Descriptors: Informal Education, Science Education, Mathematics Education, Problem Solving

Peer reviewed
Direct link
