NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
Every Student Succeeds Act…1
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 17 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Lu Yang; Rui Li; Yu Zhou – Journal of Computer Assisted Learning, 2024
Background: While game-based language learning (GBLL) in K-12 education has received considerable attention, little is still known about its state-of-the-art research trends over the last decade, necessitating a systematic review on its theoretical frameworks, instructional activities and research findings. Objectives: To fill the gap, drawing on…
Descriptors: Game Based Learning, Second Language Learning, Elementary Secondary Education, Educational Research
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Chitiyo, George; Zagumny, Lisa; Littrell, Michael N.; Besnoy, Kevin; Akenson, Ashley B.; Davis, Krista M.; Ablakwa, Cephas; Lastres, Marlana – Brock Education: A Journal of Educational Research and Practice, 2021
This paper explores students' perceptions of the benefits of chess-based instruction as part of an evaluation of a Chess in Schools (CIS) program implemented in 2017-2018 by a State Department of Education in the southeastern United States. The data were collected using a cross-sectional survey administered to students at the end of the academic…
Descriptors: Student Attitudes, Games, Educational Benefits, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Wang, Xinyue; Cheng, Mengmeng; Li, Xinfeng – Journal of Educational Computing Research, 2023
Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it's necessary to clarify how to design and implement game-based CT teaching. The literature was systematically searched for empirical studies published between 2011 and 2021.…
Descriptors: Computation, Thinking Skills, Game Based Learning, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
López, Paula; Rodrigues-Silva, Jefferson; Alsina, Ángel – Education Sciences, 2021
This article reports a multiple case study in which we analyse Brazilian and Spanish mathematics teachers' opinions about and predispositions toward gamified activities in STEAM education. To obtain data, we administered a survey to 56 in-service mathematics teachers in primary and secondary education from these countries. The survey had been…
Descriptors: Art Education, STEM Education, Mathematics Teachers, Teacher Attitudes
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Arcagök, Serdar – International Online Journal of Education and Teaching, 2021
The study aimed to identify the impact of game-based teaching practices available in different curricula on academic achievement. The study adopted meta-analysis method via grouping similar studies about that subject, theme under the heading of certain criteria, and combining the quantitative data obtained. For this purpose, 412 studies conducted…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Academic Achievement
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Demirbilek, Muhammet; Talan, Tarik; Alzouebi, Khadeegha – International Journal of Technology in Education, 2022
The purpose of this study is to identify key factors and barriers to implementing gamification in English Foreign language teaching. In alignment with the purpose of the study, the perspectives of English teachers (which grades) were obtained. This study was designed as a qualitative study. A total of 16 teachers participated in the study.…
Descriptors: English (Second Language), Language Teachers, Second Language Instruction, Teacher Attitudes
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Dikmen, Melih – International Journal of Curriculum and Instruction, 2021
Gamification helps to make learning fun and motivate students by attracting the attention of students. In the literature, it is seen that the studies conducted to determine the effect of gamification of learning on academic achievement have reached contradictory results. While some studies have found that gamification increases academic…
Descriptors: Foreign Countries, Game Based Learning, Academic Achievement, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
Meetal Shah; Mary Styers – Online Submission, 2022
Explore Learning contracted with LearnPlatform, a third-party edtech research company, to examine the relationship between student usage of Frax and math learning outcomes. Frax is a game-based, adaptive technology designed using the latest research on effective fractions instruction to support all learners in meeting early standards for fractions…
Descriptors: Elementary Secondary Education, Federal Legislation, Educational Legislation, Elementary School Mathematics
Peer reviewed Peer reviewed
Direct linkDirect link
Ran, Hua; Kasli, Murat; Secada, Walter G. – Journal of Educational Computing Research, 2021
This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this…
Descriptors: Intervention, Mathematics Achievement, Low Achievement, Kindergarten
Peer reviewed Peer reviewed
Direct linkDirect link
Yu, Zhonggen; Gao, Mingle; Wang, Lifei – Journal of Educational Computing Research, 2021
While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness. To complement this missing link, this study explored game-based learning outcomes including academic achievements, problem-solving, and critical thinking abilities, knowledge, learning efficiency, skills,…
Descriptors: Instructional Effectiveness, Educational Games, Game Based Learning, Student Motivation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Adanali, Rukiye – Review of International Geographical Education, 2021
Knowledge of geography is one of the main elements in solving problems such as urbanization, socio-economic inequalities, disease, migration, natural disasters. It is also seen that importance is given to the acquisition of geographical skills in educational programs. The spatial thinking skill that provides geospatial information is a geographic…
Descriptors: Educational Games, Computer Games, Game Based Learning, Geographic Information Systems
Peer reviewed Peer reviewed
Direct linkDirect link
Fernandez-Rio, Javier; de las Heras, Esteban; González, Tristan; Trillo, Vanessa; Palomares, Jorge – Physical Education and Sport Pedagogy, 2020
Background: A novel pedagogical approach that is becoming increasingly popular in educational contexts is called Gamification. To our knowledge, empirical research on its effectiveness in education is scarse, and almost absent in physical education. Purpose: The goal was to explore how Gamification can be used in physical education, and what…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Physical Education
Previous Page | Next Page »
Pages: 1  |  2