Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 7 |
| Since 2017 (last 10 years) | 8 |
| Since 2007 (last 20 years) | 8 |
Descriptor
| Educational Games | 8 |
| Game Based Learning | 8 |
| Instructional Innovation | 8 |
| Learner Engagement | 5 |
| Teaching Methods | 5 |
| Foreign Countries | 4 |
| Elementary School Students | 3 |
| Instructional Effectiveness | 3 |
| Active Learning | 2 |
| Cooperative Learning | 2 |
| Electronic Learning | 2 |
| More ▼ | |
Source
| Anatomical Sciences Education | 1 |
| Center for Educational Policy… | 1 |
| College Teaching | 1 |
| Educational Technology &… | 1 |
| IGI Global | 1 |
| International Journal of… | 1 |
| Journal of Marketing Education | 1 |
| Management Teaching Review | 1 |
Author
| Aleksandra Naumoska | 1 |
| Benjamin Cartiaux | 1 |
| Brady, Christy | 1 |
| Carman, Angela | 1 |
| Charles Montel | 1 |
| Chun-Yen Tsai | 1 |
| Conatser, Trey | 1 |
| Fu-Pei Hsieh | 1 |
| Giovanni Mogicato | 1 |
| Katerina Rusevska | 1 |
| Lambe Barandovski | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 7 |
| Reports - Research | 5 |
| Books | 1 |
| Collected Works - General | 1 |
| Guides - Classroom - Teacher | 1 |
| Reports - Descriptive | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 4 |
| Postsecondary Education | 4 |
| Elementary Education | 3 |
| Early Childhood Education | 1 |
| Grade 2 | 1 |
| Primary Education | 1 |
| Secondary Education | 1 |
Audience
| Teachers | 4 |
| Researchers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Purvi Shah; Nandini Ajit Gadekar; Steven S. Taylor – Journal of Marketing Education, 2025
Marketing education has undergone a significant shift toward experiential learning and interactive pedagogical approaches. This article demonstrates the potential of educational escape rooms (EERs) as a novel and innovative tool for enhancing student engagement in marketing education. Building on the literature on experiential learning, game-based…
Descriptors: Gamification, Educational Games, Competition, Game Based Learning
Veronica Membrive, Editor – IGI Global, 2024
"Practices and Implementation of Gamification in Higher Education" is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote…
Descriptors: College Faculty, Gamification, Game Based Learning, Educational Games
Yun-An Chen; Fu-Pei Hsieh; Chun-Yen Tsai – Educational Technology & Society, 2024
An intervention using the unplugged programming and storytelling (UPS) strategy was implemented in this study to cultivate students' programming learning motivation and concepts. The participants were 49 second graders at a primary school in southern Taiwan. The course was conducted for 12 lessons (40 min each lesson). A quasi-experimental design…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Computer Literacy
Obro, Sunday – International Journal of Learning and Change, 2023
In this study, it was examined whether the innovative instructional strategy of learning games would significantly increase students' learning outcome in the experimental groups and control groups. The study is a quasi-experimental research, which examined the effect of learning games instructional strategy on students' learning outcomes in eight…
Descriptors: Instructional Effectiveness, Instructional Innovation, Teaching Methods, Game Based Learning
Charles Montel; Benjamin Cartiaux; Giovanni Mogicato – Anatomical Sciences Education, 2025
Anatomy plays a key role in veterinary training, and alternatives to traditional teaching methods, such as game-based learning and escape rooms, are emerging as innovative and effective methods. However, the effectiveness of these approaches, particularly in areas such as veterinary anatomy, remains under-researched. The aim of this study was to…
Descriptors: Instructional Effectiveness, Educational Games, Electronic Learning, Virtual Classrooms
Katerina Rusevska; Lambe Barandovski; Vladimir M. Petruševski; Aleksandra Naumoska; Slavica Tofilovska; Marina Stojanovska – Center for Educational Policy Studies Journal, 2024
A game-based approach is widely used to increase students' motivation through their active participation, whereby research is interwoven with fun and competition is incorporated with cooperation. Working in teams or groups encourages students to exchange their opinions, to try to find solutions together or to win a game. In this way, they learn…
Descriptors: Foreign Countries, Elementary School Students, Secondary School Students, Game Based Learning
Carman, Angela; Brady, Christy; Conatser, Trey – College Teaching, 2022
Game-based learning offers a compelling prospect for innovative teaching and student engagement, but popular examples often involve either complex, time-consuming systems that invite high-order thinking, or simpler, quick versions that reward memorization. Far less common are games that fit low-stakes activities (such as concept review) but…
Descriptors: Thinking Skills, Skill Development, Game Based Learning, Instructional Innovation
Plump, Carolyn M.; Meisel, Steven I. – Management Teaching Review, 2020
A constant challenge for faculty is to gain and to hold student interest so that substantive learning can occur. One way to achieve this is through the use of games. This article describes an escape room activity for the classroom that is modeled after commercial escape rooms. This fun, single-session team dynamics exercise can be used in an…
Descriptors: Game Based Learning, Learner Engagement, Retention (Psychology), College Students

Peer reviewed
Direct link
