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 |
Ajlen, Ronit; Plummer, Benjamin; Straub, Evan; Zhu, Erping – Center for Research on Learning and Teaching, 2020
Gameful pedagogy is "an approach that takes inspiration from well-designed games to create learning environments that support student motivation" (Holman, 2018, p. 1). According to Self-Determination Theory (Ryan & Deci, 2000), students are intrinsically motivated when their basic psychological needs for autonomy (the need to make…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Student Motivation
Laine, Teemu H.; Lindberg, Renny S. N. – IEEE Transactions on Learning Technologies, 2020
Effective educational interventions require sufficient learner engagement, which can be difficult to achieve if the learner is inadequately motivated. Games have been shown to possess powerful motivators that fuel a person's desire to engage in unattractive activities, such as learning theoretical material. However, to design an educational game…
Descriptors: Instructional Design, Educational Games, Learner Engagement, Learning Motivation
Heidari, Samira; Vojdani, Fatemeh; Hosseini, Afzal Sadat – Dinamika Ilmu, 2020
The purpose of this article is to describe Ibn Sina and Ghazali's philosophical views on soul and body on the one hand and to express their views on physical movements on the other hand in order to explain the relationship between their philosophical views on games and physical exercises related to body and soul. The research method was…
Descriptors: Philosophy, Islam, World Views, Games
Thürer, Matthias; Cole, Rosanna; Hanna, Mark D.; Protzman, Charles W. – Decision Sciences Journal of Innovative Education, 2020
When introducing production control solutions, most textbooks focus on a to-stock, repetitive context. In response, we extend the classical match-and-dice game, which also assumes a repetitive context, to teach complexities that emerge in a nonrepetitive setting, such as the appearance of direct and indirect load, and to introduce appropriate…
Descriptors: Business Administration Education, Experiential Learning, Simulation, Educational Games
Indriasari, Theresia Devi; Luxton-Reilly, Andrew; Denny, Paul – Education and Information Technologies, 2020
We present the first systematic review of the use of gamification in educational peer review activities. The goal of this work is to understand how gamification has been used to engage students in peer review activities and to summarize the empirical evidence for its effectiveness. Our main contribution is the presentation of a general model of…
Descriptors: Game Based Learning, Peer Evaluation, Feedback (Response), STEM Education
Coma-Rosellé, Teresa; Blasco-Serrano, Ana Cristina; Garrido Laparte, María Ángeles; Aguelo Arguis, Antonio – Research and Practice in Technology Enhanced Learning, 2020
The PASS intelligence theory (Planning, Attention-Arousal, Simultaneous and Successive) was used together with Feuerstein's mediation model to develop a system of categories for mediation in educational games. This system was used to analyze and improve the design of interactive games that can enhance mediation in learning, particularly in…
Descriptors: Educational Games, Attention Deficit Hyperactivity Disorder, Mediation Theory, Children
Meij, Hans; Veldkamp, Sabine; Leemkuil, Henny – British Journal of Educational Technology, 2020
Research on serious games shows that complementary design measures are often needed to increase effectiveness. The present study investigated the role of scripted collaboration. In such a collaboration, players are assigned roles or given specific tasks to stimulate them to communicate more about essential game aspects (eg, arguing why a move…
Descriptors: Educational Games, Scripts, Cooperative Learning, Role Playing
Beard, Judy; Mathias, Kirk E. – Strategies: A Journal for Physical and Sport Educators, 2020
This article provides a detailed guide for Physical Educators with limited volleyball knowledge to teach the sport with a tactical approach, hopefully resulting in more skilled students.
Descriptors: Team Sports, Physical Education, Teaching Methods, Skill Development
Larsen, Lasse Juel – Technology, Knowledge and Learning, 2020
The aim of this article is to revise and expand Gregory Bateson's theory of learning to demonstrate how scaffolding content and context takes place in computer games. The presented revision rest on a micro-level analysis of how learning takes place in the computer game "StarCraft 2" a successful triple A (mid-sized to major publisher…
Descriptors: Scaffolding (Teaching Technique), Learning Theories, Electronic Learning, Computer Games
Walkup, John R.; Key, Roger – Physics Teacher, 2020
In this article, we describe a fun and engaging card game called Speed Eleusis that teaches the process of scientific discovery and publication, including such practices as replication and retraction. Much like the traditional game of Eleusis and its variant Eleusis Express, this game involves students competing to model a pattern displayed in a…
Descriptors: Physics, Educational Games, Science Instruction, Introductory Courses
McCreary, William – ProQuest LLC, 2020
The purpose of this research was to establish a case for the use of serious simulation games as a tool to enhance the learning of sales leadership skills. The study provides taxonomy around serious simulation games as a specific modality at the intersection of serious games and simulation games, which have a focus toward education. A literature…
Descriptors: Skill Development, Educational Games, Simulation, Salesmanship
Patrick Sullivan – Mathematics Teacher: Learning and Teaching PK-12, 2020
This article asks the question: is the "Last Banana" game fair? Engaging in this exploration provides students with the mathematical power to answer the question and the mathematical opportunity to explore important statistical ideas. Students engage in simulations to calculate experimental probabilities and confirm those results by…
Descriptors: Mathematics Instruction, Educational Games, Probability, Simulation
Buck, Marc Fabian – Online Submission, 2017
The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification's aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light…
Descriptors: Educational Games, Computer Games, Teaching Methods, Learning Motivation
Barclay, Paul A.; Bowers, Clint – International Journal of Game-Based Learning, 2018
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Descriptors: Educational Games, Video Games, Learner Engagement, Outcomes of Education
Groff, Jennifer S. – European Journal of Education, 2018
In the last two decades, game-based learning environments have evolved into powerful learning tools. With the growth and evolution in complexity of these innovations, complementary work in game-based assessment design has also begun to take shape and has generated considerable interest among a variety of education stakeholders. This is in part due…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Video Games

Peer reviewed
Direct link
