Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 5 |
Descriptor
| Elementary Education | 5 |
| Game Based Learning | 5 |
| Instructional Effectiveness | 5 |
| Technology Uses in Education | 3 |
| Educational Games | 2 |
| Educational Technology | 2 |
| Foreign Countries | 2 |
| Teaching Methods | 2 |
| Academic Achievement | 1 |
| Computer Games | 1 |
| Computer Simulation | 1 |
| More ▼ | |
Source
| Interactive Learning… | 1 |
| Journal of Education and… | 1 |
| Online Submission | 1 |
| Research in Education | 1 |
| Review of Education | 1 |
Author
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
| Information Analyses | 3 |
Education Level
| Elementary Education | 5 |
| Early Childhood Education | 1 |
| Grade 1 | 1 |
| Higher Education | 1 |
| Postsecondary Education | 1 |
| Primary Education | 1 |
| Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ahmad Afandi Yusri; Muhammad Zuhair Zainal – Journal of Education and Learning (EduLearn), 2025
The implementation of gamification in primary education has garnered significant attention for its potential to enhance learning experiences and outcomes. This systematic review examines the integration of gamification across various subjects in primary education from 2022 to 2024, focusing on the types of strategies employed and their impacts. By…
Descriptors: Gamification, Elementary Education, Game Based Learning, Instructional Effectiveness
Yegorina, Darya; Armstrong, Inna; Kravtsov, Alexey; Merges, Kevin; Danhoff, Christine – Review of Education, 2021
Augmented reality (AR) technology has been gaining a meaningful position in the education sector with multiple subjects' application to support teaching and learning experiences. Thanks to the advancement of hardware and technological platforms it is becoming easier to adopt AR technology at schools. This study represents a systematic literature…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, STEM Education
Yildirim, Ibrahim; Sen, Sedat – Interactive Learning Environments, 2021
Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on…
Descriptors: Game Based Learning, Academic Achievement, Meta Analysis, Effect Size
Makonye, Judah P. – Research in Education, 2020
This study focuses on the teaching and learning of the pre-numeracy concepts through technology at Foundation Phase. It pre-supposes that the use of information and communication technology resources presents an innovative way to improve teaching and learning mathematics. The author argues that young children's relational conceptions of number lie…
Descriptors: Number Concepts, Young Children, Technology Integration, Mathematics Instruction
Pinder, Patrice Juliet – Online Submission, 2016
Although game based learning (gbl) has been widely utilized by the military, education, marketing, and advertising sectors, its effectiveness as a learning strategy or training tool is still unclear (Ariffin, Oxley, & Suliman, 2014). The present study addresses this gap and examines the effectiveness of using game based learning in primary…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Elementary Education

Peer reviewed
Direct link
