Publication Date
In 2025 | 2 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Source
English Language Teaching… | 1 |
IEEE Transactions on Learning… | 1 |
Journal of Creative Behavior | 1 |
Technology, Knowledge and… | 1 |
Author
Akkas Baysal, Emine | 1 |
Amos Oyelere Sunday | 1 |
Catherine Akoth Ongoro | 1 |
Friday Joseph Agbo | 1 |
Helge Fischer | 1 |
Inanç, Hasan Burak | 1 |
Jarkko Suhonen | 1 |
Markus Suren | 1 |
Martina Seemann | 1 |
Mathias Hofmann | 1 |
Richard Joos | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Information Analyses | 3 |
Reports - Research | 1 |
Education Level
Early Childhood Education | 4 |
Elementary Education | 4 |
Elementary Secondary Education | 3 |
Kindergarten | 3 |
Primary Education | 3 |
Higher Education | 2 |
Postsecondary Education | 2 |
Adult Education | 1 |
Preschool Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods
Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
Inanç, Hasan Burak; Akkas Baysal, Emine – English Language Teaching Educational Journal, 2022
This study aimed to evaluate the research in the use of the gamification method in English language teaching. In this study, thirty-eight researches were evaluated. For this purpose, the Council of Higher Education National Thesis Center and Google Academic databases were used to reach research in the use of the gamification method in English…
Descriptors: Meta Analysis, Game Based Learning, Teaching Methods, English (Second Language)