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Aigul I. Akhmetova; Salima S. Seitenova; Begzod K. Khodjaev; Odinakhon R. Jamoldinova; Saule Z. Yerkebaeva; Kenzhegul U. Kazybayeva – Contemporary Educational Technology, 2025
This study presents the first comprehensive dual-database bibliometric analysis of game-based learning research, investigating its evolution between 2015 and 2024 through analysis of 34,125 documents from Scopus (18,487) and Web of Science (WoS) (15,638) using advanced visualization techniques. The findings reveal consistent field expansion with…
Descriptors: Game Based Learning, Bibliometrics, Educational Research, Periodicals
Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
Thada Jantakoon; Kitsadaporn Jantakun; Thiti Jantakun; Somsuk Trisupakitti; Potsirin Limpinan – Higher Education Studies, 2024
STEAM education with gamification, a method that integrates game elements into the learning process, has proven to be a powerful tool. It not only encompasses various forms of gamified education but also has the potential to captivate and inspire students, breathing life into the course material. This study aims to present a comprehensive summary…
Descriptors: STEM Education, Art Education, Gamification, Game Based Learning
Ozyurt, Ozcan; Ozyurt, Hacer – Education and Information Technologies, 2023
Computational thinking (CT) has started to attract attention as an important research topic in recent years. It is important to describe the CT field in detail and to determine the research interests and trends of studies in this field. In this most comprehensive and first topic modeling based study in the field of CT, it was aimed to determine…
Descriptors: Computation, Thinking Skills, Educational Trends, Educational Research
Swacha, Jakub – Education Sciences, 2021
Recent years have brought a rapid growth of scientific output in the area of gamification in education. In this paper, we try to identify its main characteristics using a bibliometric approach. Our preliminary analysis uses Google Scholar, Scopus, and Web of Science as data sources, whereas the main analysis is performed on 2517 records retrieved…
Descriptors: Educational Games, Game Based Learning, Educational Research, Bibliometrics
Ekin, Cansu Cigdem; Gul, Abdulmenaf – International Journal of Technology in Education, 2022
This research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this purpose, bibliometric analysis has been used to analyze 4980 publications indexed by the Elsevier SCOPUS database between 1967 and May 2021. The related publications were evaluated by analyzing…
Descriptors: Bibliometrics, Game Based Learning, Educational Research, Publications
Ofosu-Ampong, Kingsley – Journal of Educational Technology Systems, 2020
This article examines gamification literature on education since 2011. Using highlighted themes from Kirriemuir and McFarlane's review on games and education as a starting point, the study identified 32 published papers. Furthermore, the study evaluated and identified previous conceptual and methodological approaches for evaluating gamification in…
Descriptors: Game Based Learning, Educational Games, Educational Trends, Educational Research
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
Bayeck, Rebecca Y. – Educational Technology Research and Development, 2020
This study is a review of video games studies completed in South Africa. This paper looked at existing research on video games in South Africa in order to understand the research approaches used, and the learning outcomes found in respect to findings from studies in the western world. Interestingly, the study shows similarities in the learning…
Descriptors: Video Games, Educational Games, Game Based Learning, Educational Research
Talan, Tarik; Dogan, Yunus; Batdi, Veli – Journal of Research on Technology in Education, 2020
The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this…
Descriptors: Educational Games, Game Based Learning, Instructional Effectiveness, Academic Achievement
Owen Gottlieb; Ian Schreiber – International Journal of Designs for Learning, 2020
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on…
Descriptors: Game Based Learning, Educational Games, History Instruction, Design
Donkin, Rebecca; Rasmussen, Rosemary – Anatomical Sciences Education, 2021
The impact of the COVID-19 pandemic has presented challenges in medical education particularly, with development of online learning in a short time period. Notably there has been a significant increase in the use of digital technology applications to meet this challenge. For instance, in the first quarter of 2020 the game-based software Kahoot!…
Descriptors: Educational Technology, Game Based Learning, Educational Games, Anatomy
Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
Kucher, Tetyana – International Journal of Technology in Education and Science, 2021
Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone…
Descriptors: Educational Principles, Best Practices, Instructional Effectiveness, Game Based Learning
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