Publication Date
| In 2026 | 1 |
| Since 2025 | 594 |
| Since 2022 (last 5 years) | 3068 |
| Since 2017 (last 10 years) | 6967 |
| Since 2007 (last 20 years) | 11785 |
Descriptor
| Educational Games | 9519 |
| Teaching Methods | 5516 |
| Games | 5082 |
| Foreign Countries | 4923 |
| Video Games | 2748 |
| Computer Games | 2603 |
| Game Based Learning | 2557 |
| Educational Technology | 2419 |
| Learning Activities | 2184 |
| Student Attitudes | 2062 |
| Simulation | 2013 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 2430 |
| Teachers | 1547 |
| Students | 184 |
| Researchers | 175 |
| Parents | 157 |
| Media Staff | 61 |
| Administrators | 55 |
| Policymakers | 40 |
| Counselors | 17 |
| Community | 14 |
| Support Staff | 7 |
| More ▼ | |
Location
| Turkey | 481 |
| Australia | 360 |
| Taiwan | 299 |
| Canada | 271 |
| United Kingdom | 237 |
| Spain | 232 |
| China | 210 |
| Indonesia | 198 |
| United States | 173 |
| California | 162 |
| Germany | 145 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 20 |
| Meets WWC Standards with or without Reservations | 31 |
| Does not meet standards | 17 |
Hashmi, Salim; Paine, Amy L.; Hay, Dale F. – Infant and Child Development, 2021
References to internal states (e.g., thoughts, feelings, and desires) indicate children's appreciation of people's inner worlds. Many children spend time playing video games; however, the nature of children's speech when doing so has received little attention. We investigated the use of internal state language (ISL) as 251 seven-year-olds played…
Descriptors: Psychological Patterns, Cognitive Processes, Play, Toys
Barany, Amanda; Foster, Aroutis – Journal of Experimental Education, 2021
Video games, and the affinity spaces that develop around them, have been lauded as valuable sites for promoting learning as a transformational and intentional process of identity exploration. This research examines how such processes are enacted on a community discussion forum for the space flight simulator game Kerbal Space Program. Public…
Descriptors: Video Games, Discussion Groups, Social Networks, Individual Development
Khan, Zeenath Reza; Dyer, Jarret; Bjelobaba, Sonja; Gomes, Sandra F.; Dlabolová, Dita Henek; Sivasubramaniam, Shivadas; Biju, Soly Mathew; Hysaj, Ajrina; Harish, Priyanka – International Journal for Educational Integrity, 2021
Any problem is a problem until a solution is designed and implemented. This paper reports on a workshop that highlights preliminary work done by the working group on Gamification in the scope of European Network for Academic Integrity (ENAI), which aims to explore the possibility of developing and testing a gamified learning module on academic…
Descriptors: Game Based Learning, Integrity, Workshops, Plagiarism
Turmudi, Turmudi; Susanti, Elly; Rosikhoh, Dewi; Marhayati, Marhayati – Participatory Educational Research, 2021
The aim of this research was to describe the results of the exploration of mathematical concepts in Malang City's traditional game Tong Tong Galitong Ji or Nasi Goreng Kecap. This research is a qualitative study with an ethnographic approach. Data were collected through field observations, documentation (photographing and video recording), and…
Descriptors: Mathematical Concepts, Games, High School Students, Ethnology
Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Online Journal of Education and Teaching, 2019
Test anxiety always makes students afraid of doing the test because they probably think that they will fail. To overcome the problem, the teacher then used gamification based assessment. Furthermore, the study investigates the category of students test anxiety, students' attitudes toward Quizizz and the students' preference toward the elements of…
Descriptors: Test Anxiety, Computer Oriented Programs, Educational Games, Game Based Learning
An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
Ruiperez-Valiente, Jose A.; Kim, Yoon Jeon; Baker, Ryan S.; Martinez, Pedro A.; Lin, Grace C. – IEEE Transactions on Learning Technologies, 2023
Previous research and experiences have indicated the potential that games have in educational settings. One of the possible uses of games in education is as game-based assessments (GBA), using game tasks to generate evidence about skills and content knowledge that can be valuable. There are different approaches in the literature to implement the…
Descriptors: Affordances, Game Based Learning, Student Evaluation, Multivariate Analysis
Knezek, Gerald; Gibson, David; Christensen, Rhonda; Trevisan, Ottavia; Carter, Morgan – British Journal of Educational Technology, 2023
This article reports on a trace-based assessment of approaches to learning used by middle school aged children who interacted with NASA Mars Mission science, technology, engineering and mathematics (STEM) games in "Whyville," an online game environment with 8 million registered young learners. The learning objectives of two games…
Descriptors: Learning Analytics, Nonparametric Statistics, Multidimensional Scaling, STEM Education
Rousell, David; Wijesinghe, Thilinika; Cutter-Mackenzie-Knowles, Amy; Osborn, Maia – Educational Review, 2023
Set within a theatrical unfolding of global youth climate movements, this paper explores the role of digital media in staging new possibilities for climate change education and activism. We engage Deleuze's method of dramatisation to theorise how young people are using digital platforms to perform climate activism and construct new political…
Descriptors: Climate, Environmental Education, Activism, Philosophy
Arayapisit, Tawepong; Pojmonpiti, Dittakul; Dansirisomboon, Karn; Jitverananrangsri, Kittikorn; Poosontipong, Donaya; Sipiyaruk, Kawin – Anatomical Sciences Education, 2023
Odontogenic orofacial space infection is an important topic in the dental curriculum. However, dental students do encounter difficulties in identifying the patterns of odontogenic infection spreading through fascial spaces. The implementation of game concepts might allow them to actively learn this topic by engagement. This research aimed to…
Descriptors: Educational Games, Anatomy, Dental Schools, Dentistry
Udeozor, Chioma; Chan, Philippe; Russo Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Immersive learning technologies such as virtual reality (VR), augmented reality (AR) and educational digital games offer many benefits to teaching and learning. With their potential to immerse learners in realistic environments and facilitate higher-order cognitive learning, these technologies could be used to complement current classroom…
Descriptors: Educational Technology, Computer Simulation, Computer Games, Evaluation Methods
Chapman, Jared R.; Kohler, Tanner B.; Gedeborg, Sam – Journal of Educational Computing Research, 2023
Research on gamification's effects in educational environments has been a growing domain in recent years. As research has demonstrated the power of gamified systems to effectively motivate learners in educational settings, it has also become clear that not all individuals are motivated in the same way, or to the same extent, by the same gamified…
Descriptors: Educational Technology, Gamification, Student Motivation, Student Attitudes
Gomez, Manuel J.; Ruipérez-Valiente, Jose A.; Clemente, Félix J. Garcia – IEEE Transactions on Learning Technologies, 2023
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that supports the benefits of using games for assessment. This field is commonly known as game-based assessment (GBA),…
Descriptors: Literature Reviews, Game Based Learning, Evaluation Methods, Elementary Secondary Education
Khodabandelou, Rouhollah; Roghanian, Parastoo; Gheysari, Hamed; Amoozegar, Azadeh – Learning Organization, 2023
Purpose: Gamification appears to be one of the most important levers for improving performance and engagement in training programs. Moreover, gamification has been considered as critical to researchers in organizational learning. The main purpose of this study is to provide a general overview of gamification studies in the organizational context.…
Descriptors: Gamification, Organizational Learning, Affordances, Game Based Learning
Jug, Tjaša – Education for Information, 2023
In the library environment, games and gamification can be used to improve various services and activities. Although many successful gamification projects have already been implemented, some librarians still lack knowledge and are sceptical about the use of games in libraries. This is also the case in Slovenia, where library gamification projects…
Descriptors: Games, Gamification, Academic Libraries, Teacher Attitudes

Peer reviewed
Direct link
