Publication Date
| In 2026 | 0 |
| Since 2025 | 9 |
| Since 2022 (last 5 years) | 118 |
| Since 2017 (last 10 years) | 234 |
| Since 2007 (last 20 years) | 240 |
Descriptor
Source
Author
| Lester, James | 3 |
| Cebulski, Adam R. | 2 |
| Egan, John D. | 2 |
| Goodwin, Amanda P. | 2 |
| Hopper, Timothy | 2 |
| James Russo | 2 |
| Jones, Sara | 2 |
| Lantos, Tess | 2 |
| McFadden, Sara | 2 |
| Micah Watanabe | 2 |
| Petscher, Yaacov | 2 |
| More ▼ | |
Publication Type
| Reports - Descriptive | 240 |
| Journal Articles | 214 |
| Speeches/Meeting Papers | 16 |
| Tests/Questionnaires | 5 |
| Books | 1 |
| Guides - Classroom - Teacher | 1 |
| Information Analyses | 1 |
| Opinion Papers | 1 |
Education Level
Audience
| Teachers | 17 |
Location
| Australia | 9 |
| Canada | 7 |
| New Zealand | 7 |
| Texas | 4 |
| United Kingdom | 4 |
| Singapore | 3 |
| Spain | 3 |
| United Kingdom (England) | 3 |
| Brazil | 2 |
| California | 2 |
| Europe | 2 |
| More ▼ | |
Laws, Policies, & Programs
| Americans with Disabilities… | 1 |
| Indian Child Welfare Act 1978 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Janice D. Gobert; Michael A. Sao Pedro; Haiying Li; Christine Lott – Grantee Submission, 2023
In this entry, we define Intelligent Tutoring Systems (ITSs) and present a description of their core components. We outline a history of the development of ITSs with a focus on key issues that have driven change and innovation in ITSs from their inception to present day. We also present a brief case study on a specific ITS, Inq-ITS (Inquiry…
Descriptors: Intelligent Tutoring Systems, Student Evaluation, Evaluation Methods, Natural Language Processing
Paul, Rik; Ponnam, Abhilash; Bagchi, Shantanu Shanker – Marketing Education Review, 2022
Retailers are faced with the challenge of how many stores to operate in a potential or an existing market and where those stores should be located. Various factors influence this decision-making. For instance, the customer behavior and their demographic characteristics, customer travel times, presence of competitors, costs involved, location…
Descriptors: Retailing, Marketing, Decision Making, Purchasing
Victoria Bonefont; Burton Carbino; Rana Zakerzadeh – Biomedical Engineering Education, 2022
This paper identifies an opportunity to integrate gamification in undergraduate biomedical engineering (BME) classrooms to alleviate student test anxiety and promote student perception of their academic performance. Gamification is a popular educational strategy that does not appear to be widely explored or adopted in higher education,…
Descriptors: Test Anxiety, Gamification, Undergraduate Students, Biomedicine
Andrea Bertoni; Andrea Maffia – International Journal of Mathematical Education in Science and Technology, 2024
While the development of creativity, or creative thinking, in mathematics is considered important by many researchers, there are several difficulties in implementing creative tasks, especially before secondary school. Within the original context of a mathematical escape game, this paper reports two episodes exemplifying the difficulties met by…
Descriptors: Game Based Learning, Learner Engagement, Mathematics Education, Creativity
Smith, Wayne; Ovens, Alan; Philpot, Rod – Physical Education and Sport Pedagogy, 2021
Background: For many years, skill learning has been an important component of primary school physical education (PE) with most lessons focused on the teaching of fundamental movement skills (FMS) or sports techniques (Kirk 2010). Increasingly, the generalist primary school teachers who are responsible for delivering the PE curriculum are facing…
Descriptors: Game Based Learning, Self Concept, Sense of Community, Elementary School Students
Morgan, Lewis; Turner, Ian – Primary Science, 2021
"Dungeons and Dragons" is classified as a table-top role-playing game (TTRPG) and it is not surprising that TTRPGs exist for every genre and period that can possibly be imagined. TTRPGs are, as the name suggests, played around a table and benefit from not relying on some of the potential barriers players may perceive when playing…
Descriptors: Role Playing, Games, Academic Achievement, Elementary School Students
Schiffman, James R. – History Teacher, 2020
Reacting to the past has emerged as a high-impact pedagogy that is attracting a growing following of academic practitioners. An expanding body of academic research explains why Reacting works and shows that students who take Reacting courses perform better in various assessment measures. Still, academic literature on Reacting lacks resources about…
Descriptors: History Instruction, Educational Games, Instructional Design, College Instruction
Rathnakumar, D. – Shanlax International Journal of Education, 2020
We are witnessing tremendous changes day by day in the educational field, and new avenues of knowledge are opened up almost daily. Innovations in behavioral psychology and educational technology would certainly balance the disparity in learning that arises due to physical, economic, and social factors. There is an ability within every child, and…
Descriptors: Play Therapy, Children, Intellectual Disability, Mental Health
Scott, Rebecca A.; Rutner, Stephen M. – Information Systems Education Journal, 2020
This article illustrates the benefits of off the shelf simulation software to increase learning for students in the classroom. Furthermore, the use of a computer game presents a unique opportunity for increased understanding of transportation fundamentals in a fun environment. Another benefit is that the use of the simulation helps Millennial…
Descriptors: Educational Games, Transportation, Teaching Methods, Supply and Demand
van Esch, Chantal; Wiggen, Todd – Management Teaching Review, 2020
This article focuses on using the cooperative board game "Pandemic"® to teach management. In "Pandemic," players must work together to cure four diseases and save the world. In this article, we suggest how it can be used in the classroom to teach decision making and also give guidance on how the game can help students learn how…
Descriptors: Cooperative Learning, Game Based Learning, Business Administration Education, Decision Making
McBride, Cherise; Smith, Anna; Kalir, Jeremiah Holden – English Teaching: Practice and Critique, 2023
Purpose: The purpose of this paper is to re-center playfulness as a humanizing approach in teacher education. As teachers navigate the current moment of heightened control, surveillance, and systemic inequity, these proposed moves in teacher education can be transgressive. Rather than play as relegated to childhood or infancy, what does it look…
Descriptors: Play, Teacher Education Programs, Teaching Methods, Literacy Education
Alshammari, Ali – Interactive Learning Environments, 2023
Research relevant to Captology in education is in its infancy. Despite its relative newness, a dearth of literature exists on the subject that addresses the design of a persuasive game for educational purposes. Up to this point, the literature does not include any instructional design theories or theoretical frameworks that can be used…
Descriptors: Game Based Learning, Theories, Game Theory, Design
Jose´ Nunes da Silva Ju´nior; Antonio Jose´ Melo Leite Junior; Maria Clara Alexandre; Francisco Serra Oliveira Alexandre; Lucas Lima da Silva; Jean-Yves Winum – Journal of Chemical Education, 2023
This report details the design of an online trilingual (English, French, and Portuguese) interactive virtual board game and its implementation at the Federal University of Ceará in Brazil. It was used as a fun alternative to assist chemistry and pharmacy undergraduate students in reviewing introductory concepts to organic reactions: enthalpy,…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, Chemistry
Ali, Lubna; Phung, Quang; Roepke, Rene; Schroeder, Ulrik – International Association for Development of the Information Society, 2022
Making education available to everyone is about opening new doors to the future world where people are living with their full abilities and potentials. This vision was acknowledged by UNESCO and it was one of the main motives for introducing Open Educational Resources (OER) in 2002. Over the last two decades, OER have made a positive impact on…
Descriptors: Open Educational Resources, Game Based Learning, Computer Games, Technology Uses in Education
Barber, Connie S. – Journal of Information Systems Education, 2021
The idea that games impact learning is not new to pedagogy. Within the last decade, there has been an increased use of games for higher education, social engagement, marketing, and business training. When used within a higher education setting, a gamification system does not operate within a vacuum, but rather is imbued with and embedded in the…
Descriptors: Student Centered Learning, Game Based Learning, Educational Theories, College Students

Peer reviewed
Direct link
