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Michele Morris; Madelene Loftin; Malcolm Parker; Kelly East; Neil Lamb – American Biology Teacher, 2025
Bioinformatics and computational biology have become indispensable in modern biological research, yet introductory resources remain scarce. "FILTERED," an innovative online educational tool that introduces high school students to fundamental bioinformatics concepts through engaging puzzle-based gameplay, was developed to address this…
Descriptors: Computation, Biology, Information Science, Puzzles
Zachary Fitz-Walter; Nicholas O’Donnell; Joshua Hall; Henry Sun; Justin Carter – Student Success, 2025
University orientation plays a crucial role in fostering student engagement, social integration, and retention. This practice report describes the development and refinement of a game-based orientation activity: a digital scavenger hunt designed to enhance engagement, social connectedness, and campus familiarisation. The activity was guided by the…
Descriptors: School Orientation, College Freshmen, Educational Games, Game Based Learning
Tal Yachin; Miri Barak – Research in Science Education, 2024
The growing trend of "escape games" in science education instigates debate over their pedagogical value, with researchers calling for more emphasis on theory-based design processes. Thus, the current study's goal was to identify situated learning components that can be associated with educational escape games and to generate a…
Descriptors: Science Education, Educational Games, Game Based Learning, Situated Learning
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
Camila Aparecida Errerias Fernandes Cardinali; Yandara Akamine Martins; Rodrigo Pereira Prates; Emmanuel Veríssimo de Araújo; Felipe Jose Costa Viana; Maria Eleticia de Sousa; Eduardo da Cunha Bombardi; Marcus Vinicius Chrysostomo Baldo; Maria Tereza Nunes – Advances in Physiology Education, 2025
Games and analogies can significantly enrich the learning experience when integrated with traditional expository teaching methods. With this aim, we developed "The Mystery of the Cell Kingdom," an online game designed to enhance understanding of the physiology of thyroid hormones through a medieval analogy. In the game, students are…
Descriptors: Game Based Learning, Physiology, Metabolism, Educational Games
Jan Gunis; L'ubomir Snajder; L'ubomir Antoni; Peter Elias; Ondrej Kridlo; Stanislav Krajci – IEEE Transactions on Education, 2025
Contribution: We present a framework for teachers to investigate the relationships between attributes of students' solutions in the process of problem solving or computational thinking. We provide visualization and evaluation techniques to find hidden patterns in the students' solutions which allow teachers to predict the specific behavior of…
Descriptors: Artificial Intelligence, Educational Games, Game Based Learning, Problem Solving
Xiaohang Dong; Hui Liang; Xianghua Ding; Yawen Zhang – Education and Information Technologies, 2024
Serious game-based learning is a high-fashioned topic in educational technology which helps children learn and train their skills. Most existing literature focuses on the improvement of children's specific abilities or skills, such as reading comprehension, attention, memory, etc. However, for cognitively impaired children, it is necessary to…
Descriptors: Game Based Learning, Educational Games, Cognitive Development, Intellectual Disability
Fitri Wahyuni; Nur Hidayah; M. Ramli; Ida Juliana Hutasuhut; Husni Hanafi; Nanda Alfan Kurniawan; Suci Nora Julina Putri – Journal of Education and Learning (EduLearn), 2025
Basic communication skills are primary modalities for the counselor and should be developed from their preservice education. In Indonesia, most guidance and counseling major provide the basic communication skills course as a hybrid course, containing both theoretical and practical learning. This model had many challenges in making a balanced…
Descriptors: Communication Skills, Counselor Training, School Counselors, Game Based Learning
Pei-Ching Ngu; Chih-Chung Chien; Huei-Tse Hou – Journal of Computer Assisted Learning, 2025
Background: Situated simulation is a pedagogical method used for on-the-job training in many occupations. Establishing a framework that uses mobile devices to provide both simulation elements and incorporates instant feedback as reasoning scaffolding is a promising and relatively unexplored research topic. Objective: In this study, we designed a…
Descriptors: Decision Making, Educational Games, Handheld Devices, Simulation
Nicholas J. Kakos; Rebecca S. Lufler; Brendan Cyr; Christian Zwirner; Erin Hurley; Christina Heinrich; Adam B. Wilson – Advances in Health Sciences Education, 2025
Educational escape rooms within health sciences education are gaining traction as a unique and engaging game-based strategy for reviewing instructional content. Educational escape rooms cultivate valuable skills such as teamwork, communication, creativity, attention to detail, and the ability to apply knowledge under time pressures. While several…
Descriptors: Educational Games, Game Based Learning, Health Sciences, Allied Health Occupations Education
Musa Saimon; Zsolt Lavicza; Tony Houghton; Imam Rahmadi – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of this study is to propose a model for integrating microgames in teaching primary Education for Sustainable Development (ESD) and illustrate the application of the proposed model in teaching integrated mathematics, arts, technology and language in primary ESD. Design/methodology/approach: The model was based on conceptual…
Descriptors: Sustainable Development, Elementary Education, Game Based Learning, Educational Games
Oliveira, Wilk; Hamari, Juho; Shi, Lei; Toda, Armando M.; Rodrigues, Luiz; Palomino, Paula T.; Isotani, Seiji – Education and Information Technologies, 2023
Gamification has been widely used to design better educational systems aiming to increase students' concentration, motivation, engagement, flow experience, and others positive experiences. With advances in research on gamification in education, over the past few years, many studies have highlighted the need to tailor the gamification design…
Descriptors: Gamification, Game Based Learning, Educational Games, Learner Engagement
Vlassis, Joëlle; Baye, Ariane; Auquière, Amélie; de Chambrier, Anne-Françoise; Dierendonck, Christophe; Giauque, Nadine; Kerger, Sylvie; Luxembourger, Christophe; Poncelet, Débora; Tinnes-Vigne, Mélanie; Tazouti, Youssef; Fagnant, Annick – International Journal of Early Years Education, 2023
Early arithmetic skills, and in particular the understanding of the part-whole relationship, are currently considered crucial for future arithmetic achievement. They are complex skills extending far beyond the mastery of counting procedures. In order to develop these arithmetic skills in kindergarten children, we developed a game-based approach…
Descriptors: Arithmetic, Mathematics Skills, Kindergarten, Game Based Learning
Mika Manninen; Eric Magrum; Sara Campbell; Sarahjane Belton – European Physical Education Review, 2025
This study aimed to compare the effect between game-based approaches (GBAs) and traditional skill approaches on decision-making, knowledge and motor skill in physical education students and athletes. A systematic review and meta-analysis of experimental studies available before October 2023 was conducted. The initial search yielded 8431 articles,…
Descriptors: Game Based Learning, Decision Making Skills, Knowledge Level, Psychomotor Skills
Maide Orçan Kaçan; Ilayda Kimzan – Journal of Educational Computing Research, 2025
This study aimed to investigate the impact of Learning Trajectories (LT[superscript 2])-based games on the mathematical learning of four-year-old kindergarteners. The research employed the ADDIE paradigm, incorporating a pre-test, post-test, and a control group experimental design. The sample group comprised 30 children--15 in the experimental…
Descriptors: Foreign Countries, Educational Games, Mathematics Instruction, Kindergarten

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