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Clemens Drieschner; Ferdinand Xiong; Florian Bajraktari; Matthias C. Utesch; Jorg Weking; Helmut Krcmar – IEEE Transactions on Learning Technologies, 2025
The growing demand for sustainable products and services has led to the emergence of a range of entrepreneurial opportunities for innovative business solutions. These new opportunities require novel entrepreneurial skills to design, grow, and maintain sustainable businesses. However, existing educational games do not address the specific skills…
Descriptors: High School Students, Game Based Learning, Games, Entrepreneurship
Muhammad Zulfadhli Zulkefly; Fauzi Mohamed Yusof – Malaysian Online Journal of Educational Sciences, 2025
This study aims to evaluate the impact of Circumference Board gamification on the achievement of second-form students in the topic of circles at two schools in Putrajaya, Malaysia. The study involved 60 students, with 30 students from each school (15 male and 15 female) selected using random stratified sampling. A quasi-experimental design was…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Geometric Concepts
Yada Atanan; Amornrat Saithongdee – Journal of Education and Learning, 2024
This computer game was designed and developed to enhance the skills of high school students in balancing chemical equations. The game simulates a trip to the beach and consists of three missions, ranging from easy to difficult levels, enabling players to engage in a contextual learning experience. The objectives of this computer game development…
Descriptors: Foreign Countries, High School Students, Educational Games, Game Based Learning
Fengfeng Ke; Chih-Pu Dai; Luke West; Yanjun Pan; Jiabei Xu – Journal of Educational Computing Research, 2024
Students frequently struggled with the mathematizing process -- forging connections between implicit and explicit mathematical thinking -- when solving a context-rich applied problem. The current research investigated how students interact with and leverage purposively designed "mathematizing" supports when solving applied math problems…
Descriptors: Game Based Learning, Educational Environment, Problem Solving, Mathematics Education
Andres Felipe Zambrano; Nidhi Nasiar; Jaclyn Ocumpaugh; Alex Goslen; Jiayi Zhang; Jonathan Rowe; Jordan Esiason; Jessica Vandenberg; Stephen Hutt – International Educational Data Mining Society, 2024
Research into student affect detection has historically relied on ground truth measures of emotion that utilize one of three sources of data: (1) self-report data, (2) classroom observations, or (3) sensor data that is retrospectively labeled. Although a few studies have compared sensor- and observation-based approaches to student affective…
Descriptors: Psychological Patterns, Measurement Techniques, Observation, Middle School Students
Marina Martínez-Carmona; G. Enrique Ayuso Fernández; Manuel Fernández-Díaz; Francisco Serrano-García; Antonia Plaza Griñán – Biochemistry and Molecular Biology Education, 2025
Knowledge about genetics is essential to build a society capable of participating in socioscientific and ethical debates. However, this subject remains difficult for students, making it necessary to develop new educational strategies, such as gamification. Thus, two main objectives are established in this work: (a) to design and evaluate…
Descriptors: Genetics, Science Instruction, Gamification, Game Based Learning
Fengfeng Ke; Chih-Pu Dai; Luke West – Journal of Computer Assisted Learning, 2024
Background: Game-based learning can frame problem-solving as a sense-making experience with domain-specific tasks for school students. However, multiple challenges arise when trying to support learners in such a complex, problem-oriented learning environment. Objectives and Methods: With an architecture-themed mathematics learning game, we…
Descriptors: Middle School Students, Student Experience, Mathematics Education, Game Based Learning
Andres Felipe Zambrano; Jaclyn Ocumpaugh; Ryan S. Baker; Kirk Vanacore; Jordan Esiason; Jessica Vandenberg – International Educational Data Mining Society, 2025
Research on epistemic emotions has often focused on how students transition between affective states (e.g., affect dynamics). More recently, studies have examined the properties of cases where a student remains in the same affective state over time, finding that the duration of a student's affective state is important for multiple learning…
Descriptors: Student Motivation, Psychological Patterns, Student Experience, Middle School Students
Halim Acosta; Seung Lee; Daeun Hong; Wookhee Min; Bradford Mott; Cindy Hmelo-Silver; James Lester – International Educational Data Mining Society, 2025
Understanding the relationship between student behaviors and learning outcomes is crucial for designing effective collaborative learning environments. However, collaborative learning analytics poses significant challenges, not only due to the complex interplay between collaborative problem-solving and collaborative dialogue but also due to the…
Descriptors: Learning Analytics, Cooperative Learning, Student Behavior, Prediction
Alex Goslen; Yeo Jin Kim; Jonathan Rowe; James Lester – International Journal of Artificial Intelligence in Education, 2025
The development of large language models offers new possibilities for enhancing adaptive scaffolding of student learning in game-based learning environments. In this work, we present a novel framework for automatic plan generation that utilizes text-based representations of students' actions within a game-based learning environment, Crystal…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Game Based Learning
Halim Acosta; Seung Lee; Haesol Bae; Chen Feng; Jonathan Rowe; Krista Glazewski; Cindy Hmelo-Silver; Bradford Mott; James C. Lester – International Journal of Artificial Intelligence in Education, 2025
Understanding students' multi-party epistemic and topic based-dialogue contributions, or how students present knowledge in group-based chat interactions during collaborative game-based learning, offers valuable insights into group dynamics and learning processes. However, manually annotating these contributions is labor-intensive and challenging.…
Descriptors: Game Based Learning, Artificial Intelligence, Technology Uses in Education, Cooperative Learning
Deni Dwi Putra; Aan Subhan Pamungkas; Hepsi Nindiasari; Maman Fathurrohman; Anne Porter – Journal of Research and Advances in Mathematics Education, 2024
This research aims to improve the numeracy abilities of secondary students after using the Labirin: the board game and students' perceptions of mathematics learning using the game. This empirical study research used a one-group pretest posttest design. The research population is all grade-8 students in one of the Islamic public secondary schools…
Descriptors: Game Based Learning, Grade 8, Numeracy, Mathematics Instruction
Stohlmann, Micah S. – Middle School Journal, 2023
Over the past ten years, interest in game-based learning has increased. This increase stems from the results of research that demonstrate the potential for increased mathematical learning and engagement when game-based learning was implemented. It has been noted that the most frequent way game-based learning is included in research is with drill…
Descriptors: Game Based Learning, Middle School Mathematics, Classification, Mathematics Instruction
P. M. Shanthami – Journal of Educational Technology, 2025
This study aimed to investigate the impact of gamification on students' learning outcomes in a higher secondary school subject, specifically focusing on the topic of Morphology. A quasi-experimental research design was employed, involving an experimental group that received gamified instruction using Kahoot and a control group that received…
Descriptors: Gamification, Botany, Secondary School Students, Science Instruction
Humaira Mariyam B.; V. K. Karthika – Educational Philosophy and Theory, 2025
Games are used as effective pedagogical tools in language classrooms. Gamifying language tasks can motivate learners to actively participate in the learning process. Probing how games in English language classrooms enable rhizomatic learning, this research study explores how the use of collaborative drawing, elements of gamification, and…
Descriptors: Game Based Learning, Cooperative Learning, Freehand Drawing, Visual Aids

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