Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 21 |
| Since 2017 (last 10 years) | 55 |
| Since 2007 (last 20 years) | 56 |
Descriptor
| Game Based Learning | 56 |
| Instructional Effectiveness | 56 |
| High School Students | 49 |
| Foreign Countries | 39 |
| Educational Games | 25 |
| Computer Games | 17 |
| Science Instruction | 15 |
| Student Attitudes | 14 |
| Teaching Methods | 14 |
| Educational Technology | 11 |
| Adolescents | 10 |
| More ▼ | |
Source
Author
| Rahimi, Seyedahmad | 3 |
| Dai, Chih-Pu | 2 |
| Demir, Ümit | 2 |
| Kuba, Renata | 2 |
| Shute, Valerie | 2 |
| Smith, Ginny | 2 |
| Adams, Thomas A., II | 1 |
| Aldana, Ihmar L. | 1 |
| An-Chi Lin | 1 |
| Antoniou, Angeliki | 1 |
| Athanasios Christopoulos | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 50 |
| Journal Articles | 46 |
| Tests/Questionnaires | 6 |
| Dissertations/Theses -… | 4 |
| Books | 1 |
| Collected Works - Proceedings | 1 |
| Numerical/Quantitative Data | 1 |
| Reports - Descriptive | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
| High Schools | 56 |
| Secondary Education | 56 |
| Junior High Schools | 18 |
| Middle Schools | 18 |
| Grade 9 | 9 |
| Elementary Education | 6 |
| Grade 10 | 4 |
| Grade 11 | 4 |
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Elementary Secondary Education | 1 |
| More ▼ | |
Audience
Location
| Indonesia | 5 |
| Thailand | 5 |
| Turkey | 4 |
| China | 3 |
| Greece | 3 |
| Taiwan | 3 |
| Ghana | 2 |
| Philippines | 2 |
| Spain | 2 |
| Taiwan (Taipei) | 2 |
| Canada | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
| Myers Briggs Type Indicator | 1 |
What Works Clearinghouse Rating
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
Li, Jun; Yang, Ming An; Xue, Zi Hao – Journal of Chemical Education, 2022
Chemistry education games are helpful tools in chemistry classes, although their design and production are challenging. It is acknowledged that the number of chemical equations is enormous and varied, so it is rather difficult for beginners to memorize equations within a limited time. In a sense, beginners' interest in exploring chemistry is…
Descriptors: Game Based Learning, Chemistry, Educational Games, Instructional Effectiveness
Horwitz, Paul; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Wiebe, Eric; Lester, James – Technology, Knowledge and Learning, 2023
Studies of educational games often treat them as "black boxes" (Black and Wiliam in Phi Delta Kappan 80: 139-48, 1998; Buckley et al. in Int J LearnTechnol 5:166-190, 2010; Buckley et al. in J Sci Educ Technol 13: 23-41, 2010) and measure their effectiveness by exposing a treatment group of students to the game and comparing their…
Descriptors: Educational Games, Genetics, Middle School Students, High School Students
Camille Lozano Espino – International Journal of Research in Education and Science, 2024
The study examined the effectiveness of BEEP Cards (BioEnergetics Enhancement Play Cards) on students' conceptual understanding of bioenergetics. The study involved one group of grade 11 students (n=29) from a public secondary school in the Philippines. The study employed a mixed-method research design, utilizing both quantitative and qualitative…
Descriptors: Science Instruction, Concept Formation, Scientific Concepts, Instructional Effectiveness
Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
Athanasios Christopoulos; Stylianos Mystakidis; Justyna Kurczaba; Mikko-Jussi Laakso; Chrysostomos Stylios – International Journal of Science and Mathematics Education, 2024
Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a…
Descriptors: Computer Simulation, Educational Games, Mathematics Skills, Mathematics Achievement
Myra Colet DeVore Pierce – ProQuest LLC, 2024
Adults are faced daily with making financial decisions, some which are very difficult, therefore, more knowledge is necessary about personal finance to help adults make wise financial decisions. This study examined if there was a statistically significant difference in pretest and posttest scores from the Test for Financial Literacy (TFL) as well…
Descriptors: Game Based Learning, Financial Literacy, Scores, High School Students
Yi-Shiuan Chou; Huei-Tse Hou; Kuo-En Chang – Education and Information Technologies, 2024
The trend in history education is gradually emphasizing the development of historical thinking and collaborative problem-solving skills, which are expected to enhance the breadth and depth of learners' thinking. The integration of game-based learning with collaborative problem-solving activities designed for historical thinking is expected to help…
Descriptors: History Instruction, Instructional Effectiveness, Behavior Patterns, Cognitive Processes
Wang, Yi-Hsuan – Interactive Learning Environments, 2021
In this study, a flipped classroom strategy was integrated into a comparative experiment to report on the performance of classical Chinese learning in two learning scenarios, using both game-based and animated story materials or only animated story materials as pre-course preview supports. A total of 75 senior high school students participated in…
Descriptors: Instructional Effectiveness, Game Based Learning, Flipped Classroom, High School Students
Baiden, Patrick; Essel, Harry Barton; Vlachopoulos, Dimitrios; Tachie-Menson, Akosua; Essuman, Michael Ato – Technology, Knowledge and Learning, 2022
The engagement and motivation of students in drawing activities are of great importance to their learning processes. The decline in attendance and difficulties stimulating the drawing skills of students make it crucial to develop novel methodologies that can overcome these difficulties. In visual art education research, utilizing game elements…
Descriptors: Game Based Learning, Family and Consumer Sciences, Student Motivation, Learner Engagement
Sittichai Wichaidit; Manabu Sumida – Science Education International, 2023
The conceptual change approach has been a prevalent theoretical foundation for comprehending students' acquisition of scientific knowledge. Despite its extensive use, only a limited number of studies have employed this framework to examine the effectiveness of game-based learning (GBL). The GBL was utilized to teach 101 middle school students…
Descriptors: Game Based Learning, Instructional Effectiveness, Science Education, Middle School Students
Gwo-Jen Hwang; An-Chi Lin; Shao-Chen Chang – Interactive Learning Environments, 2024
Digital games have been used in various disciplines to enhance students' learning interest and effectiveness through the gaming contexts. However, most of the digital educational games use multiple-choice questions to confirm students' learning status, implying the challenge of understanding the actual learning status of students. Also, the gaming…
Descriptors: Game Based Learning, Academic Achievement, Student Behavior, Horticulture
Mario de la Puente; Carlos de Oro; Jose Torres; Maria Ripoll; Heidy Rico Fontalvo – Mathematics Teaching Research Journal, 2024
Over a sixteen-week term, the study dove into how chess could enhance math skills for eleventh graders at three public schools in Cartagena, Colombia. It assumed that chess would sharpen their minds and problem-solving prowess. Seventy-one pupils took part, trying out a chess-centric way of learning. Researchers used multiple statistical…
Descriptors: Foreign Countries, High School Students, Grade 11, Mathematical Enrichment
Lufti, Achmad; Suyono; Hidayah, Rusly – Asia-Pacific Forum on Science Learning and Teaching, 2021
This research aims to explore the effectiveness of using computer-assisted games as a learning media to improve the quality of learning in Chemistry. The research was conducted in Indonesia on high school students in three separate classes or groups, in three separate schools that were randomly selected. There were three stages of data collection…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Instructional Effectiveness
Lozano, Adrian S.; Canlas, Reister Justine B.; Coronel, Kimberly M.; Canlas, Justin M.; Duya, Jerico G.; Macapagal, Regina C.; Dungca, Ericson M.; Miranda, John Paul P. – Online Submission, 2023
Purpose: The purpose of this study is to develop a game-based mobile application to help learners practice mathematical patterns and structures. Method: The study followed a mixed-method research design and prototyping methodology to guide the study in developing the mobile application. An instrument based on the Octalysis framework was developed…
Descriptors: Game Based Learning, Mathematics Instruction, Teaching Methods, Telecommunications

Peer reviewed
Direct link
