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Dervent, Fatih; Li, Weidong; Nayir, Nazim; Devrilmez, Erhan – Journal of Teaching in Physical Education, 2023
Purpose: To examine the effects of the Situated Game Teaching through Set Plays (SGTSP) curricular model on secondary school students' soccer skills and game performance during a 10-lesson unit. Methods: A quasi-experimental design with/without a repeated measure was used to examine the effectiveness of the SGTSP model in comparison with a…
Descriptors: Physical Education, Team Sports, Middle School Students, Educational Games
Recabarren, Matías; Corvalán, Benjamín; Villegas, Montserrat – Interactive Learning Environments, 2023
Studies have shown that the application of gamification has positive effects on motivation and learning. However, various meta-studies indicate that there is high volatility in the published results. The purpose of this study is to analyze whether the student's activity as gamers is related to these differences. A comparative study was conducted…
Descriptors: Video Games, Gamification, Student Motivation, Individual Differences
Rehim, Mastur H.; AL-Tkhayneh, Khawlah M.; Zaitoun, Eman Ali; Khaled, Ahmed – Journal of Social Studies Education Research, 2023
This study aims to examine the effects of electronic games on students' academic achievement. The study was conducted on a sample of parents in the city of Al Ain, United Arab Emirates. A questionnaire was used for data collection, with a sample of 76 parents randomly chosen, comprising 64 females (84.2%) and 12 males (15.8%). The study findings…
Descriptors: Video Games, Academic Achievement, Parent Attitudes, Leisure Time
Karaaslan, Özcan – International Journal of Curriculum and Instruction, 2023
The aim of this study was to investigate the effectiveness of teaching with graduated guidance on teaching the playing backgammon skill, which is one of the leisure skills, to children with "Autism Spectrum Disorder (ASD)". Three children with ASD participated in this research. A multiple probe design across the participants was used in…
Descriptors: Autism Spectrum Disorders, Children, Skill Development, Leisure Time
Nietfeld, John L.; Sperling, Rayne A.; Young, Taylor M. – New Directions for Teaching and Learning, 2023
In this chapter, we explore how faculty employ the use of gamification and game-based learning environments (GBLE) in postsecondary education. Gamification refers to the use of game-design elements while game-based learning refers to the use of digital education games. Both are increasingly popular instructional practices and, in this chapter, we…
Descriptors: College Faculty, Postsecondary Education, Gamification, Game Based Learning
Wargo, Jon; Garcia, Antero – Journal of Curriculum and Pedagogy, 2023
Building a more comprehensive understanding of gaming literacies, this article explores the kinds of literacy practices that emerge through participation and play within escape rooms. Based on a dataset of video recordings of participant interactions within an escape room, we perform side-by-side analyses of play based on two theoretical…
Descriptors: Games, Gamification, Cooperative Learning, Literacy
Tikva, Christina; Tambouris, Efthimios – Education and Information Technologies, 2023
Teaching and learning Computational Thinking (CT) is at the forefront of educational interest. In the process of teaching and learning CT, learning strategies and tools play an important role. Efforts have been made to apply several learning strategies for teaching Computational Thinking. Among them, game-based learning and scaffolding are widely…
Descriptors: Programming, Game Based Learning, Computation, Thinking Skills
Student Learning and Literacy Practices When Video Games Are Incorporated into a Secondary Classroom
Amy S. Smith – ProQuest LLC, 2023
This qualitative study explored high school students' engagement with a unit where video games and video game materials were incorporated into an English Language Arts classroom. Over several weeks, students engaged with video game content and composed their own video games using the free online platform, Scratch. The purpose of the study was to…
Descriptors: Video Games, High School Students, Language Arts, Technology Uses in Education
Tialei Ariana Wesley Scanlan – ProQuest LLC, 2023
By 2023, gamification was entering just about every sector and industry including education, fitness, crowd sourcing, social media, and corporate environments. Gamification often offers promises of motivation, engagement, fun, and even higher performance. At the time of the study, there were few studies that examined gamification in accounting…
Descriptors: Gamification, Educational Games, Accounting, Undergraduate Study
Shah, Zohal; Chen, Chen; Sonnert, Gerhard; Sadler, Philip M. – AERA Online Paper Repository, 2023
Computer gameplay and social media are the two most common forms of entertainment in the digital age. Many scholars share the assumption that leisure-time digital consumption is associated with CS affinity, but there is a dearth of research evidence for this relationship. Female students generally spend less time on gaming and more time on social…
Descriptors: Computer Science, Vocational Interests, Computer Use, Gender Differences
Meagan Kathleen Bromley – ProQuest LLC, 2023
Parental involvement in play has long been an essential piece of healthy child development and wellbeing, yet when it comes to digital play, parent-child relationships are often characterized by conflict and stress. This research explored the relationship between parental involvement with children's digital game play, digital game design, and…
Descriptors: Parent Participation, Child Development, Parent Child Relationship, Video Games
Kai-Yi Chin; Yen-Lin Chen – Interactive Learning Environments, 2023
Using digital learning content to realize learning in games is a rapidly-developing direction of interest for teachers and researchers. This study has developed a digital role-playing gaming system to review Social Studies course content to a fifth Grade class at an elementary school. It allows students to experience the historical storyline of…
Descriptors: Role Playing, Video Games, Academic Achievement, Student Motivation
Wire, Heather – ProQuest LLC, 2023
This research examined how a Digital Escape Room (DER) about accessibility contributed to the potential change of faculty behavioral intentions toward developing accessible online course content. This paper describes the design of the DER and a pilot study of its initial implementation that consisted of two phases, (1 a usability test with 3…
Descriptors: Models, Computer Simulation, Online Courses, Instructional Design
Ceren Ester Karayel; Manuel Krug; Luisa Hoffmann; Canan Kanbur; Catherine Barth; Johannes Huwer – Journal of Chemical Education, 2023
Global challenges such as the COVID-19 pandemic highlight the need for visionary innovations in chemical education. We recently deigned a new learning environment called "ZuKon 2030", which addresses sustainability from a chemical perspective while simultaneously introducing students to the sustainable development goals (SDGs) of the…
Descriptors: Chemistry, Science Instruction, Teaching Methods, Sustainable Development
Wanda M. Valsecchi; Fernando P. Dominici; Karina A. Gomez – Journal of Chemical Education, 2023
During the COVID-19 pandemic we developed an activity that encourages engagement with scientific reading and helps students to improve their reading skills as a complement to the glycobiology section of an undergraduate course of biological chemistry. Using "Genially," an online platform for gamification and self-taught learning, we…
Descriptors: Undergraduate Students, Biochemistry, COVID-19, Pandemics

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