Publication Date
| In 2026 | 0 |
| Since 2025 | 62 |
| Since 2022 (last 5 years) | 238 |
| Since 2017 (last 10 years) | 535 |
| Since 2007 (last 20 years) | 861 |
Descriptor
| Problem Solving | 1517 |
| Educational Games | 852 |
| Teaching Methods | 464 |
| Games | 333 |
| Foreign Countries | 326 |
| Mathematics Instruction | 301 |
| Game Based Learning | 214 |
| Learning Activities | 206 |
| Educational Technology | 191 |
| Computer Games | 187 |
| Simulation | 185 |
| More ▼ | |
Source
Author
| Simonson, Michael, Ed. | 11 |
| Ke, Fengfeng | 10 |
| Erin Ottmar | 9 |
| Gwo-Jen Hwang | 8 |
| Hwang, Gwo-Jen | 8 |
| Ji-Eun Lee | 8 |
| Allen, Layman E. | 7 |
| Jenny Yun-Chen Chan | 7 |
| Liu, Min | 7 |
| Putri, Ratu Ilma Indra | 7 |
| Akcaoglu, Mete | 6 |
| More ▼ | |
Publication Type
Education Level
Audience
| Practitioners | 220 |
| Teachers | 151 |
| Students | 21 |
| Researchers | 20 |
| Parents | 10 |
| Administrators | 6 |
| Community | 2 |
| Counselors | 2 |
| Policymakers | 2 |
| Support Staff | 2 |
| Media Staff | 1 |
| More ▼ | |
Location
| Taiwan | 35 |
| Turkey | 35 |
| Australia | 33 |
| Indonesia | 22 |
| Spain | 22 |
| United States | 20 |
| Brazil | 17 |
| Greece | 17 |
| Germany | 16 |
| California | 15 |
| China | 15 |
| More ▼ | |
Laws, Policies, & Programs
| Americans with Disabilities… | 1 |
| Elementary and Secondary… | 1 |
| Rehabilitation Act 1973 | 1 |
| United States Constitution | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Does not meet standards | 1 |
Anupam, Aditya – Learning, Media and Technology, 2022
In this paper, I ask: 'Can digital games support the learning of scientific inquiry as a situated practice? If so, how?' To approach this question, I draw upon feminist, STS, and pragmatist scholarship to develop a framework that can be used to analyze how a learning environment has been designed to teach scientific inquiry, as well as how it can…
Descriptors: Computer Games, Educational Games, Science Instruction, Instructional Design
Pan, Yanjun; Ke, Fengfeng – Educational Technology Research and Development, 2023
Adopting a pretest-posttest experimental design with repeated measures, this study examined the effects of three types of game-based learning supports in the form of modeling on knowledge development that contributed to successful math problem solving and students' perceived game flow. Forty-one sixth-grade students participated in the study and…
Descriptors: Game Based Learning, Educational Games, Grade 6, Mathematics Instruction
Chawin Chukusol – International Education Studies, 2025
This research aims to compare creative problem-solving skills and study the creative problem-solving process of learners before and after playing Go Game during activities outside the classroom. The sample group was 21 undergraduate students from the Faculty of Humanities and Social Sciences, Phetchaburi Rajabhat University who registered in the…
Descriptors: Problem Solving, Creativity, Undergraduate Students, Foreign Countries
Ioannis Arvanitakis; George Palaigeorgiou; Tharrenos Bratitsis – International Journal of Technology and Design Education, 2025
Although educational robotics competitions have become a popular research field in STEAM education, there is a lack of studies concerning the design process that student teams follow to build their solutions. This study aims to propose and evaluate We!Design!ForSTEAM, an approach for supporting design thinking in the context of STEAM and robotics…
Descriptors: Elementary School Students, Design, Creative Thinking, Problem Solving
Natasha Arthars; Lina Markauskaite; Peter Goodyear – Journal of the Learning Sciences, 2024
Background: Constructing shared understanding of complex interdisciplinary problems is one of the most challenging aspects of interdisciplinary teamwork. How this process unfolds is under-researched, making it esoteric and difficult to scaffold. This paper aims to provide an articulated and nuanced account of what is involved in student teams'…
Descriptors: Interdisciplinary Approach, Games, Teamwork, Graduate Students
The Characterization and Evolution of Strategies about Vector Equations in the Game "Vector Unknown"
Mauntel, Matthew; Levine, Benjamin; Plaxco, David; Zandieh, Michelle – Digital Experiences in Mathematics Education, 2021
We present results of a grounded analysis of individual interviews in which students play Vector Unknown -- a digital game designed to introduce visualizing vectors, scaling vectors, vector addition, and vector equations, attending to the geometric and algebraic representations of vectors. The game was designed to be used at the beginning of a…
Descriptors: Mathematics Education, Mathematics Activities, Educational Games, Computer Games
Jarrah, Adeeb M.; Almassri, Haneen; Johnson, Jason D.; Wardat, Yousef – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The United Arab Emirates' vision of the 2021 National agenda aimed that its students rank among the best in the world in mathematics and the sciences. However, fractions remain a challenging topic for both teachers and students. The purpose of this study was to investigate the impact of using digital games-based learning (ABACUS) on students'…
Descriptors: Video Games, Game Based Learning, Mathematics Achievement, Fractions
Amr M. Mohamed; Tahany S. Shaaban; Hassen Alazhar Jmaiel – Journal of Attention Disorders, 2024
Objective: The purpose of this study was to examine the perspectives of English as a Foreign Language Special Education teachers (EFLSE) regarding game-based learning approaches for addressing behavioral disorders in ADHD patients. Method: The study involved a sample (n = 131) of EFLSE teachers who completed a questionnaire to determine how…
Descriptors: Special Education Teachers, English (Second Language), Teacher Attitudes, Game Based Learning
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
Sarah Gerard; Emily Relkin; Claire Christensen; Naomi Hupert; Erika Gaylor – Society for Research on Educational Effectiveness, 2024
Background: Computational thinking (CT) is a way of thinking that helps children solve problems and complete tasks in more organized ways, using computer science skills. Prior research indicates that promoting CT skills in young children can support the acquisition of general problem solving (PS), executive function (EF), and social emotional…
Descriptors: Computation, Thinking Skills, Video Games, Computer Games
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
Gloria Concepcion Tenorio-Sepulveda; Katherine del Pilar Muñoz-Ortiz; Maria Soledad Ramirez-Montoya – Journal of Social Studies Education Research, 2025
Computational thinking (CT) is an indispensable higher-order competency in our complex, digitalized era; its development in students can be an effective tool for societal problem-solving. This research aimed to use an escape room to develop students' computational thinking using challenges oriented toward Sustainable Development Goal (SDG) 7 of…
Descriptors: Computation, Thinking Skills, Problem Solving, Game Based Learning
Chernoff, Egan J.; Russell, Gale L.; Banting, Nat – Canadian Journal of Science, Mathematics and Technology Education, 2022
A number of memorable tasks have been revealed through collegial exchanges with underlying philosophical, theoretical, and potentially nefarious motivations. Such was the origin of the probability problem, and the various differences of opinion, presented herein. This article recounts how, together, we explored and disputed the probabilities…
Descriptors: Probability, Games, Interpersonal Communication, Problem Solving
Ismail Thamarasseri; Vandana Chandran – Journal of Educational Technology, 2025
This research explains Sustainable Development (SD) and explores the significance of sustainability education in the 21st century. The research points out the potential of gamification as a tool to enhance sustainable education. By integrating game elements into learning experiences, gamification can increase student engagement, motivation, and…
Descriptors: Sustainable Development, Gamification, Sustainability, Problem Solving
Tongxi Liu – British Journal of Educational Technology, 2024
To date, extensive work has been devoted to incorporating computational thinking in K-12 education. Recognizing students' computational thinking stages in game-based learning environments is essential to capture unproductive learning and provide appropriate scaffolding. However, few reliable and valid computational thinking measures have been…
Descriptors: Elementary Secondary Education, Game Based Learning, Puzzles, Problem Solving

Peer reviewed
Direct link
