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Hunt, Jessica; Taub, Michelle; Marino, Matthew; Duarte, Alejandra; Bentley, Brianna; Holman, Kenneth; Banzon, Allison – Learning Disabilities: A Contemporary Journal, 2022
Teaching and learning fraction concepts continues to be increasingly challenging, especially for elementary and middle school mathematics teachers and students in intervention settings. It is critical for educators to implement instruction that proactively considers engagement, access, and conceptual growth for all students. Dream 2B, a web-based…
Descriptors: Mathematics Instruction, Teaching Methods, Elementary School Mathematics, Middle School Mathematics
Feroz, Hafiz Muhammad Basit; Zulfiqar, Salman; Noor, Sadaf; Huo, Chunhui – Journal of Applied Research in Higher Education, 2022
Purpose: Knowledge acquisition is a pivotal concern for the students and many sources help them to obtain knowledge. In this paper, the authors theoretically examine three engagements such as social media, peer and academic engagement by the theoretical foundation of engagement theory which tells that students interact and collaborate, sharing…
Descriptors: Knowledge Level, Social Media, Peer Relationship, Learner Engagement
Fernandez-Rio, Javier; Zumajo-Flores, Marc; Flores-Aguilar, Gonzalo – European Physical Education Review, 2022
The aim of the present study was to compare the possible effects of a gamified programme and a traditional instructional approach in secondary physical education at the level of intrinsic motivation, autonomy satisfaction, competence satisfaction, relatedness satisfaction, and intention to be physically active. A total of 54 year-nine students (14…
Descriptors: Physical Education, Grade 9, Student Satisfaction, Personal Autonomy
Hussein, Mahmood H.; Ow, Siew Hock; Elaish, Monther M.; Jensen, Erik O. – Education and Information Technologies, 2022
The application of mathematical skills is essential to our daily routine and is foundational for numerous disciplines. Among various computer-supported learning methods, Digital Game-Based Learning (DGBL) has been perceived as a promising method in teaching mathematics, promoting students' interest, and motivation. Therefore, the aim of this…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Mathematics Instruction
Heemsoth, Tim; Boe, Leif; Bükers, Frederik; Krieger, Claus – Physical Education and Sport Pedagogy, 2022
Background: A topical research question is how pre-service teachers develop professional competencies with regard to game-centered approaches such as 'Teaching Games for Understanding' (TGfU). In this context, research on teacher education assumes reflection on teaching examples -- including real-life classroom practices -- to have positive…
Descriptors: Preservice Teachers, Preservice Teacher Education, Physical Education, Undergraduate Students
Ergül, Ebru; Dogan, Mustafa – International Journal of Progressive Education, 2022
This article seeks to determine how game-based mathematics teaching affects students' success when compared with conventional instruction for the place value concept in primary school. The study was carried out with a convergent/parallel mixed-method research design. The study group consisted of 51 second-grade primary school students and their…
Descriptors: Game Based Learning, Elementary School Students, Grade 2, Mathematics Instruction
Skromme, B. J.; Wong, M. L.; Redshaw, C. J.; O'Donnell, M. A. – IEEE Transactions on Education, 2022
Contribution: A new operational definition of series connections is given based on elements belonging to the same two meshes, which is properly dual to the usual definition of parallel elements being connected to the same two nodes. Furthermore, computer-based exercises have been developed and tested to teach students about such connections in…
Descriptors: Engineering Education, Electronic Equipment, Computer Assisted Instruction, Coding
Bahari, Akbar; Eamer, Allyson; Hughes, Janette – CALICO Journal, 2022
The use of educational technologies to teach a second language (L2) in general, and L2 vocabulary in particular, has mass appeal among computer-assisted language learning (CALL) practitioners. The main objective of the present study is to report the challenges and affordances of technologies used for computer-assisted vocabulary learning (CAVL),…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
Caterina G. C. Marques Netto – Journal of Chemical Education, 2022
The COVID-19 pandemic has shifted physical classroom attendance to virtual classes, leading to a more isolated learning process. Even though quarantine has impacted the well-being of all populations, some of them suffered more than others. For instance, teenagers and young adults are at the peak of building their social network and could not…
Descriptors: Game Based Learning, Educational Games, Electronic Learning, Learning Processes
Martínez, Camila; Maurits, Natasha; Maassen, Ben – Child Language Teaching and Therapy, 2023
GraphoGame is a computer-based game that trains grapheme-to-phoneme associations and has been shown to benefit reading acquisition in different languages and countries. In transparent languages, such as Spanish, learning grapheme-to-phoneme associations is of great importance when learning to read, and GraphoGame can help children at risk of…
Descriptors: Intervention, Identification, Reading Difficulties, Spanish Speaking
Horn, Margaux A. – Advances in Physiology Education, 2023
The current student body will, by and large, seek online resources to supplement their learning. However, resources that are freely available online vary in accuracy and quality, and the vast majority rely on passive learning. Therefore, there is a need for interactive physiology teaching resources that facilitate application of knowledge, that…
Descriptors: Physiology, Science Instruction, Web Sites, Computer Software
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Alarcón-Espinoza, Marina; Samper, Paula; Anguera, M. Teresa – Journal for the Study of Education and Development, 2023
Focusing on school tasks and regulating emotions are often challenges for students to achieve. The objective of this research is to describe and analyse the behaviours associated with emotional regulation that affect the way students participate in the classroom and contribute to the subject matter. From the mixed methods perspective, an…
Descriptors: Elementary School Students, Grade 5, Grade 6, Grade 3
Squire, Nikki – Journal of Educators Online, 2023
Digital game-based learning (DGBL) has shown to be an effective approach to gamifying the learning experience in any course and learning environment. To make learning more active and engaging for students, college faculty can use educational technologies such as game-based student response systems (SRSs) and interactive PowerPoint games as a…
Descriptors: Computer Games, Game Based Learning, Gamification, Online Courses
Kristen M. Brown; Julianne Perretta; Geoffrey Miller; Gregory Gilbert; Mindi Anderson; Catherine Horvath; Nancy Sullivan; Justin Jeffers; Sandra Swoboda; Nicole Shilkofski; Dierra Green; Shawna Mudd – Journal of Interactive Learning Research, 2023
Background: Current methods for interprofessional education (IPE) incorporating simulation for team training poses challenges. Frequent challenges to traditional approaches include adequate time, resources, simulation space, equipment, and trained faculty. Multi-player virtual reality (VR) may be a solution. Methods: A quantitative,…
Descriptors: Professional Education, Interprofessional Relationship, Medical Students, Nursing Students

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