Publication Date
| In 2026 | 0 |
| Since 2025 | 39 |
| Since 2022 (last 5 years) | 159 |
| Since 2017 (last 10 years) | 312 |
| Since 2007 (last 20 years) | 315 |
Descriptor
Source
Author
| Rahimi, Seyedahmad | 6 |
| Shute, Valerie | 6 |
| Chen, Hao-Jan Howard | 4 |
| Hwang, Gwo-Jen | 4 |
| Avidov-Ungar, Orit | 3 |
| Chen, Ching-Huei | 3 |
| Fokides, Emmanuel | 3 |
| Hayak, Merav | 3 |
| Hsu, Hsiao-Ling | 3 |
| Liu, Min | 3 |
| Smith, Ginny | 3 |
| More ▼ | |
Publication Type
| Reports - Research | 315 |
| Journal Articles | 287 |
| Tests/Questionnaires | 30 |
| Speeches/Meeting Papers | 18 |
| Information Analyses | 11 |
| Books | 2 |
| Collected Works - General | 1 |
| Multilingual/Bilingual… | 1 |
| Numerical/Quantitative Data | 1 |
Education Level
Audience
Location
| Taiwan | 22 |
| Turkey | 22 |
| Indonesia | 14 |
| China | 10 |
| Israel | 8 |
| Germany | 6 |
| Greece | 5 |
| Thailand | 4 |
| Vietnam | 4 |
| Australia | 3 |
| Florida | 3 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 3 |
| Meets WWC Standards with or without Reservations | 3 |
Sofia Strukova; Manuel J. Gomez; Jose A. Ruipérez-Valiente – Journal of Learning Analytics, 2025
Creativity is often characterized by the capacity to generate novel ideas, explore unconventional approaches, and solve problems through intuition, curiosity, and innovative thinking. Assessing this multifaceted skill is both essential and challenging, especially in educational and game-based environments where creativity drives engagement and…
Descriptors: Creativity, Computer Games, Puzzles, Geometry
Sonia Palha; Ljerka Jukic Matic – Technology, Pedagogy and Education, 2025
Digital game-based learning (DGBL) is a pedagogical approach employed in educational contexts, wherein digital games are utilised to effectively attain specific learning outcomes. For teacher professional programmes to develop appropriate curricula on DGBL pedagogy, it is important to understand how teachers currently use DGBL in their teaching…
Descriptors: Game Based Learning, Computer Games, Teacher Attitudes, Mathematics Instruction
Riyan Hidayat; Tay Ying Qi; Putri Nur'Afrina Binti Tajul Ariffin; Mohamad Hafizullah Bin Mohd Hadzri; Lin Mei Chin; Jacqueline Lee Xuan Ning; Nurihan Nasir – International Electronic Journal of Mathematics Education, 2024
In contemporary education, game-based learning (GBL) has become a captivating instructional method applied across various academic subjects, including mathematics. The utilization of online GBL in mathematics education constitutes a segment of the activities that mathematics educators can employ during their lessons to teach students and enhance…
Descriptors: Game Based Learning, Mathematics Education, Age Groups, Literature Reviews
Chioma Udeozor; Fernando Russo Abegão; Jarka Glassey – British Journal of Educational Technology, 2024
Digital games (DGs) have the potential to immerse learners in simulated real-world environments that foster contextualised and active learning experiences. These also offer opportunities for performance assessments by providing an environment for students to carry out tasks requiring the application of knowledge and skills learned in the…
Descriptors: Educational Technology, Computer Assisted Testing, Game Based Learning, Test Construction
Bernardo Benites de Cerqueira; Andressa Aparecida Garces Gamarra Salem; Caroline de Oliveira Cardoso; Rochele Paz Fonseca; João Batista Mossmann; Débora Nice Ferrari Barbosa – Education and Information Technologies, 2025
Executive Functions are essential for good school performance as well as for the proper development of individuals' socio-affective, vocational, academic, and planning skills. Investigations with digital games aimed at stimulating inhibitory control of the executive functions in the school environment, especially with typically developing children…
Descriptors: Elementary School Students, Grade 3, Grade 4, Pilot Projects
Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
Kai-Lin Yang; Chia-Yang Chen – Education and Information Technologies, 2024
Game-based learning, which includes non-digital and digital games, highlights the benefits of games in terms of players' learning and engagement. Whereas contemporary research focuses more on digital than non-digital game-based learning, more studies shall compare the effects between the two types of game-based learning and their integration. This…
Descriptors: Game Based Learning, Computer Games, Spatial Ability, Grade 5
Nese Dokumaci Sütçü; Tugba Örnek – Journal of Theoretical Educational Science, 2025
The aim of this study was to examine the potential effect of intelligence games on the problem-posing skills of mathematics teachers. The research, in which case study, one of the qualitative research methods, was preferred, was conducted with two mathematics teachers enrolled in the Mathematics Education Master's Program with Thesis at a state…
Descriptors: Game Based Learning, Problem Solving, Mathematics Teachers, Masters Programs
Venkateswara Rao Tadiboyina; B. B. V. L. Deepak; Dhananjay Singh Bisht – Education and Information Technologies, 2024
Alphabet training of primary school students is an essential, but challenging activity. Alphabet knowledge is an important fundamental literacy skill which has been found to directly impact the future academic success of students. Game-based learning and the use of multimodal engagement activities have been found to be effective intervention…
Descriptors: Elementary School Students, Alphabets, Spelling Instruction, Educational Games
Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Ying Zhang – Applied Linguistics, 2025
A small number of studies have explored the effects of digital gaming on second/foreign language (L2) pragmatic competence. However, the effectiveness of massively multiplayer online role-playing games (MMORPGs) germane to L2 pragmatic development remains unclear because most game-mediated pragmatics studies have focused on educational games.…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Computer Games
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Senad Orhani; Kyvete Shatri – Educational Process: International Journal, 2025
Background/purpose: In the modernized society with advanced technology, as education becomes increasingly dependent on information technology, there is a need to prepare the next generation of students with a wide variety of skills and abilities necessary for future scientific careers. Modern educational challenges include the task of engaging…
Descriptors: Computer Games, Technology Uses in Education, Game Based Learning, Student Motivation
Hwang, Gwo-Jen; Lin, Yu-Chun; Lin, Hui-Chen – Educational Technology Research and Development, 2023
In conventional digital game-based learning, geographic maps are generally used to provide students with the whole picture of the gaming contexts, while the concepts to be learned are separately presented as individual gaming objects. Scholars have indicated the problems of such a gaming content design, in which students could encounter…
Descriptors: Spatial Ability, Concept Mapping, Computer Games, Game Based Learning
Hiba Naccache; Mayamin Altae; Areej Barham – Educational Process: International Journal, 2025
Background/purpose: This study investigated the impact of the Test Survey for Students (TSFS) software, a game-based learning intervention (GBL), on the mathematical achievement and attitudes of Qatari fourth-grade students. Materials/methods: Utilizing a mixed-methods approach guided by the Theory of Planned Behavior (TPB) and the TPACK…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Achievement, Game Based Learning

Peer reviewed
Direct link
