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Tongxi Liu – British Journal of Educational Technology, 2024
To date, extensive work has been devoted to incorporating computational thinking in K-12 education. Recognizing students' computational thinking stages in game-based learning environments is essential to capture unproductive learning and provide appropriate scaffolding. However, few reliable and valid computational thinking measures have been…
Descriptors: Elementary Secondary Education, Game Based Learning, Puzzles, Problem Solving
Samah H. Almaki; Mnyero A. Gunda; Khairuddin Idris; Abdul Talib M. Hashim; Siti Rahaimah Ali – Interactive Learning Environments, 2024
Despite simulation games (SGs) being a novel pedagogical tool that can soundly represent real environments to enhance students' learning outcomes, knowledge, and skills, there is still a lack of an overview of the current theoretical understanding of using simulation games as a pedagogical method to develop K-12 learning outcomes. Taking an…
Descriptors: Literature Reviews, Content Analysis, Elementary Secondary Education, Computer Simulation
Manuela Cantoia; Andrew Clegg; Andrea Tinterri – Computers in the Schools, 2024
Game-based learning (GBL) provides direct experience, reflection, and self-assessment opportunities. To support their knowledge and expertise on GBL, a group of Italian teachers volunteered in a four-month, free-access online training on GBL characteristics and GBL design to take games in school during the pandemic. Before the training, teachers…
Descriptors: Foreign Countries, Game Based Learning, Educational Games, Faculty Development
Nguyen Ngoc Dan; Le Thai Bao Thien Trung; Nguyen Thi Nga; Tang Minh Dung – Review of Education, 2025
Digital game-based learning (DGBL) has emerged as a significant research topic in recent times, particularly in the context of K-12 education. While numerous systematic literature reviews have focused on students as participants, there is a notable gap in reviews that concentrate on the educators who adopt DGBL in their classrooms. This study aims…
Descriptors: Game Based Learning, Elementary Secondary Education, Electronic Learning, Technology Uses in Education
Daniel Escanez-Exposito; Javier Correa-Marichal; Pino Caballero-Gil – IEEE Transactions on Education, 2024
Quantum computing is an emerging and quickly expanding domain that captivates scientists and engineers. Recognizing the limitations of conventional educational approaches in adequately preparing individuals for their incursion in this area, this research introduces a novel board game called "Qubit: The Game," whose objective is twofold:…
Descriptors: Game Based Learning, Art Education, STEM Education, Competence
Dayae Yang – ProQuest LLC, 2024
This dissertation follows a manuscript-style format, beginning with an introduction and literature review, followed by three distinct studies and a concluding section. All three studies use "Lucky Codes," an educational board game designed to foster computational thinking skills in elementary students, as the intervention. The first…
Descriptors: Elementary Secondary Education, Educational Games, Game Based Learning, Computation
Gomez, Manuel J.; Ruipérez-Valiente, Jose A.; Clemente, Félix J. Garcia – IEEE Transactions on Learning Technologies, 2023
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that supports the benefits of using games for assessment. This field is commonly known as game-based assessment (GBA),…
Descriptors: Literature Reviews, Game Based Learning, Evaluation Methods, Elementary Secondary Education
Slater, Carleigh – International Journal of the Whole Child, 2022
The role of school has drastically changed over the past several decades. Standards and added subjects lead to a challenging and narrow view of education. The consequences of added pressure undermine the role of play throughout K-12 school systems. Research studies continue to describe play as vital for the success of children's development and…
Descriptors: Elementary Secondary Education, Play, Child Development, Academic Achievement
Bae, Haesol; Feng, Chen; Glazewski, Krista; Hmelo-Silver, Cindy E.; Chen, Yuxin; Mott, Bradford W.; Lee, Seung Y.; Lester, James C. – TechTrends: Linking Research and Practice to Improve Learning, 2023
Because implementing and orchestrating collaborative problem-based learning (PBL) in K-12 classrooms requires teachers to manage multiple activities and access various teaching resources at the same time, this is an exceptionally complex task for designers to develop tools for orchestration support as well as for teachers to coordinate. The aim of…
Descriptors: Cooperative Learning, Problem Based Learning, Elementary Secondary Education, Teacher Attitudes
Ratnasari, Wiwit; Chou, Tzu-Chuan; Huang, Chen-Hao – Educational Technology & Society, 2023
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based…
Descriptors: Educational Research, Citation Analysis, Network Analysis, Game Based Learning
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
Clancy M. Seymour; Mark Garrison; Jeffrey R. Lindauer; Stephen Harvey – Journal of Teaching in Physical Education, 2024
Background/Purpose: The purpose of this study was to investigate physical educators' self-reported use, understanding, and confidence with game-based approaches (GBAs) in their K-12 physical education programs. Method: A survey of New York State physical education professionals was conducted that yielded quantitative data on how they used…
Descriptors: Physical Education Teachers, Game Based Learning, Elementary Secondary Education, Physical Education
Jiahong Su; Kai Guo; Xinyu Chen; Samuel Kai Wah Chu – Interactive Learning Environments, 2024
The teaching of artificial intelligence (AI) has increasingly become a topic of investigation among educational researchers. Studies of AI education have predominantly focused on the university level; less attention has been paid to teaching AI in K-12 classrooms. This study synthesised empirical studies on K-12 AI education, with the aims of…
Descriptors: Artificial Intelligence, Computer Science Education, Elementary Secondary Education, Teaching Methods
Lei, Hao; Chiu, Ming Ming; Wang, Danyi; Wang, Chenxin; Xie, Tongwei – Journal of Educational Computing Research, 2022
This meta-analysis examines the effects of game-based learning (GBL), compared with traditional instructional methods, on the science achievement of students, ranging from primary school to university. Results from the 41 primary studies of 6256 participants showed heterogeneity among effect sizes. The random effects model results showed a…
Descriptors: Game Based Learning, Science Achievement, Meta Analysis, Elementary Secondary Education
Paul R. Malinowski; Ben D. Kern; Tristan Wallhead – Journal of Teaching in Physical Education, 2024
Purpose: To examine the contextual and personal factors that influence teachers' reported adoption of one or more instructional models (IMs). Methods: Participants (n = 25) were interviewed that reported adopting Sport Education; Teaching Games for Understanding; Teaching Personal and Social Responsibility; and/or Sports, Play, and Active…
Descriptors: Context Effect, Teaching Methods, Teacher Characteristics, Physical Education