Publication Date
In 2025 | 10 |
Since 2024 | 27 |
Since 2021 (last 5 years) | 92 |
Since 2016 (last 10 years) | 163 |
Since 2006 (last 20 years) | 170 |
Descriptor
Educational Technology | 170 |
Game Based Learning | 170 |
Technology Uses in Education | 170 |
Foreign Countries | 77 |
Teaching Methods | 61 |
Educational Games | 54 |
Program Effectiveness | 42 |
Computer Simulation | 40 |
Student Motivation | 32 |
Student Attitudes | 30 |
Learner Engagement | 28 |
More ▼ |
Source
Author
Seepersaud, Deborah, Ed. | 6 |
Simonson, Michael, Ed. | 6 |
Erin Ottmar | 4 |
McNamara, Danielle S. | 4 |
Aravind Stalin | 3 |
Cindy Trac | 3 |
Ji-Eun Lee | 3 |
Vy Ngo | 3 |
Bastiaens, Theo, Ed. | 2 |
Carliner, Saul, Ed. | 2 |
Dai, Jianmin | 2 |
More ▼ |
Publication Type
Education Level
Location
Turkey | 12 |
China | 9 |
Malaysia | 9 |
Indonesia | 8 |
Nigeria | 7 |
Germany | 5 |
Greece | 5 |
Taiwan | 5 |
United States | 5 |
Brazil | 4 |
California | 4 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Gates MacGinitie Reading Tests | 2 |
What Works Clearinghouse Rating
Meets WWC Standards with or without Reservations | 2 |
Aytaj Ismayilzada; Ayaz Karimov; Mirka Saarela – Journal of Interactive Learning Research, 2025
This systematic literature review explores learning analytics (LA) in serious games within virtual reality (VR) environments, focusing on studies from the International Conference on Learning Analytics and Knowledge (LAK) and the Journal of Learning Analytics (JLA). Conducted in two stages, the review identifies key domains where serious games in…
Descriptors: Educational Games, Computer Simulation, Technology Uses in Education, Instructional Effectiveness
Sasinan Kanharin; Pinanta Chatwattana – Higher Education Studies, 2025
The inquiry-based learning platform mix game-based learning using metaverse, or IBL platform mixed with GBL using metaverse, was developed with an intention to enhance digital literacy and empathy skills, which are regarded as essential skills in the 21st century. The IBL platform mixed with GBL using metaverse was designed with the combination of…
Descriptors: Inquiry, Educational Technology, Game Based Learning, Computer Simulation
Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
Grace Ann Morris – ProQuest LLC, 2024
Creativity is an important part of education. Teachers need to be able to understand and develop creativity to be able to successfully model it for their students. They can achieve this through pre-service training. Past research has provided implications in pre-service training that helped pre-service teachers develop creativity, albeit from a…
Descriptors: Preservice Teachers, Faculty Development, Creativity, Game Based Learning
Ivan Fernández Peláez – Hispania, 2024
Digital narratives have been used to promote target language reading and writing as part of instructed second language teaching. These texts can help break the monotony of more traditional print material and get learners closer to the multimodal practices that are part of their everyday written interactions, including elements such as video,…
Descriptors: Second Language Learning, Multimedia Materials, Fiction, Second Language Instruction
Subhashree Mohapatra; Rahul Mohandas – Health Education, 2025
Purpose: Since youngsters are being extensively engaged with digital devices these days, integrating digital technologies into food and nutrition education programs, stands out as a viable method. The current systematic review aimed to assess the available literature on the effectiveness of digital edutainment games on nutrition behavior of…
Descriptors: Game Based Learning, Nutrition Instruction, Health Behavior, Eating Habits
Ogi Danika Pranata – Pedagogical Research, 2024
Game-based learning has emerged as a promising approach to enhance students' engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental…
Descriptors: Foreign Countries, Physics, Science Education, Game Based Learning
Pandora Dorouka; Michail Kalogiannakis – International Journal of Science Education, 2024
Nanoscience and Nanotechnology (NST) education is at the forefront of an emerging interdisciplinary frontier, ready to address global challenges. In this context, our research adopts a distinctive approach--using software applications in digital games to introduce young children to NST concepts and analyse resulting learning outcomes. The…
Descriptors: Science Education, Grade 2, Technology Uses in Education, Educational Technology
Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
Feng Feng; Wenxia Yang – Education and Information Technologies, 2025
The emergence of digital game types has opened up significant opportunities to facilitate language acquisition through feedback provision, attracting diverse research strands to explore their potential as arenas for technology-assisted language learning. This study investigates the effects of learner-, peer-, and collaborative-regulated feedback…
Descriptors: Foreign Countries, Computer Games, Game Based Learning, Feedback (Response)
Sahin, Muhittin; Yurdugül, Halil – Technology, Knowledge and Learning, 2022
Learning Management Systems are web-based systems in which learners can interact with content/learning resources and assessments, as well as other learners and instructors. LMSs have been widely used especially since the beginning of the information age. In the context of this study, the aim was to determine the expectations and needs of the…
Descriptors: Integrated Learning Systems, Student Needs, Educational Technology, Technology Uses in Education
Oksana, Holiuk; Kateryna, Kruty; Iryna, Desnova; Olena, Blashkova; Neonila, Korylchuk – Journal of Curriculum and Teaching, 2022
This article discussed the trends and features of the formation of digital competence of future teachers through virtual games such as Kahoot and Quizlet. The purpose of this article was to identify modern features of the use of virtual games in the educational process of future teachers in European Union. To achieved this goal, an analytical…
Descriptors: Educational Games, Foreign Countries, Higher Education, Technological Literacy
Clausen, Jon M. – i.e.: inquiry in education, 2022
While teacher education candidates and faculty have improved their knowledge and skills with technology, challenges remain regarding their understanding of how to integrate technology effectively within their pedagogical practices. One solution is to provide models of purposeful technology integration within instruction that embeds digital…
Descriptors: Educational Technology, Technology Uses in Education, Preservice Teachers, Technology Integration