Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 6 |
| Since 2017 (last 10 years) | 10 |
| Since 2007 (last 20 years) | 10 |
Descriptor
| Educational Benefits | 10 |
| Educational Games | 10 |
| Game Based Learning | 10 |
| Foreign Countries | 4 |
| Learner Engagement | 4 |
| Teaching Methods | 4 |
| Science Instruction | 3 |
| Teacher Attitudes | 3 |
| Technology Uses in Education | 3 |
| College Students | 2 |
| Computer Games | 2 |
| More ▼ | |
Source
Author
| Abdulrahman Alshimai | 1 |
| Alicia Bower | 1 |
| Almeida, Teresa | 1 |
| Andrew Jameton | 1 |
| Arkün Kocadere, Selay | 1 |
| Ayad Aldaijy | 1 |
| Bolstad, Rachel | 1 |
| Braden, Sarah | 1 |
| Carey S. Ryan | 1 |
| Chamberlain, Clayton | 1 |
| Frennert, Susanne | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 8 |
| Reports - Research | 7 |
| Reports - Descriptive | 2 |
| Dissertations/Theses -… | 1 |
| Information Analyses | 1 |
Education Level
| Higher Education | 5 |
| Postsecondary Education | 5 |
| Elementary Education | 4 |
| Middle Schools | 2 |
| Secondary Education | 2 |
| Grade 4 | 1 |
| Grade 5 | 1 |
| High Schools | 1 |
| Intermediate Grades | 1 |
| Junior High Schools | 1 |
Audience
Location
| Indonesia | 1 |
| Italy | 1 |
| New Zealand | 1 |
| North Carolina | 1 |
| South Africa | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Mavroudi, Anna; Almeida, Teresa; Frennert, Susanne; Laaksolahti, Jarmo; Viberg, Olga – Education and Information Technologies, 2022
The importance of providing mechanisms and tools that effectively support the transition from implicit to explicit representations of Learning Design has been emphasised by previous research in the field of Technology-Enhanced Learning (TEL). In addition, the benefits of Game-based learning approaches have been long documented in the educational…
Descriptors: Game Based Learning, Technology Uses in Education, Educational Games, Instructional Design
Gao, Yuchan; Gee, Elisabeth – International Journal of Game-Based Learning, 2023
The game-mediated second and foreign language (GML2) field investigates how games can be used in facilitating L2 teaching and learning. This review explores how researchers define and differentiate among GML2 practices. A total of 51 publications from 2010 to 2021 were analyzed, revealing that only 40% of the publications defined GML2 practices,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Wiets Botes – European Journal of STEM Education, 2024
Preservice teachers who are specialising in the teaching of the subject natural science at a primary school level, ought to demonstrate the ability to present lessons that provoke a joyful yet meaningful educational experience amongst learners. One such approach that was taken, was when natural science preservice teachers were tasked with…
Descriptors: Pedagogical Content Knowledge, Educational Games, Science Education, Game Based Learning
Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games
Tofel-Grehl, Colby; Braden, Sarah; Penrod, Candace; Wheeler, Laura; Hansen, Tyler; Jones, Andrew; Chamberlain, Clayton – Science and Children, 2023
Animals depend on their surroundings for their survival. In consuming their food, animals are consuming energy. This cycling of matter and the accompanying flow of energy within an ecosystem occurs because of interactions among and between organisms. To guide students in modeling how ecosystems function, the authors share "Ecosystem…
Descriptors: Science Instruction, Teaching Methods, Standards, Energy
Rahmadi, Imam Fitri; Lavicza, Zsolt; Arkün Kocadere, Selay; Houghton, Tony; Hohenwarter, Markus – Education and Information Technologies, 2022
Recent developments in educational technology have led to a renewed interest in the utilisation of user-generated microgames for facilitating learning. The advantages and disadvantages of microgames which have been voluntarily created, modified, shared and used by users on open learning platforms to support learning are not yet clearly understood.…
Descriptors: Educational Games, Educational Technology, Educational Benefits, Technology Uses in Education
James, Kelsey K.; Mayer, Richard E. – Applied Cognitive Psychology, 2019
Game-like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow…
Descriptors: Second Language Learning, Educational Games, Game Based Learning, Computer Oriented Programs
Smith, Nicola – Online Submission, 2018
The purpose of this qualitative exploratory case study was to garner knowledge on how teachers perceive the effects of gamification on students' academic performance on mathematics standardized examination. Gamification is a developing pedagogy with limited studies exploring its effectiveness in the discipline of mathematics. The 2 research…
Descriptors: Game Based Learning, Educational Games, Mathematics Instruction, Elementary School Teachers
Alicia Bower; Kami L. Tsai; Carey S. Ryan; Rebecca Anderson; Andrew Jameton; Maurice Godfrey – Journal of STEM Outreach, 2018
We describe a game and teachers' experiences using it in their middle and high school science courses. The game, which is called "Luck of the Draw", was designed originally to engage medical students and later adopted for middle school, high school, and college students in genetics, and to encourage critical thinking about is-sues such…
Descriptors: Learner Engagement, Critical Thinking, Thinking Skills, Educational Games
Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices

Peer reviewed
Direct link
