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Doleshal, B. – PRIMUS, 2023
This article presents an experience in teaching mathematical thinking through games in a math course for non-science majors. The course described here has run twice on the campus of Sam Houston State University and is a combination of escape room pedagogy and game-based pedagogy. From these courses, I note an increased engagement of students with…
Descriptors: Game Based Learning, Mathematics Education, Nonmajors, Cooperative Learning
Prince, Julia; Tincani, Matt; Dowdy, Art – Journal of Positive Behavior Interventions, 2023
Children with autism spectrum disorder (ASD) experience challenges with social interactions that manifest in specific social situations. These challenges may inhibit them from developing sustained friendships with school-age peers, resulting in their exclusion from group-based leisure activities. To aid this population in developing friendships,…
Descriptors: Autism Spectrum Disorders, Interaction, Interpersonal Competence, Friendship
Sibel Er Nas; Havva Yaman – Malaysian Online Journal of Educational Technology, 2023
The aim of the study is to evaluate the educational games implementation process from the science teacher candidates, students and parents perspective. The special case method, which allows evaluating an event in depth, was preferred. The implementation process was completed in 14 weeks. The study group consists of 36 science teacher candidates,…
Descriptors: Educational Games, Preservice Teachers, Science Teachers, Science Education
Lan-Anh Thi Le; Quynh-Nga Thi Tran; Kim-Dung Thi Nguyen; Ha Thi Nguyet Xuan – Journal of Education and e-Learning Research, 2023
Students can learn in a meaningful way through the use of educational games. When students apply their skills and information in order to progress through a game, a huge degree of engagement is generated among them in the classroom as a result both their capabilities and their learning increase. 153 children from primary schools in Vietnam…
Descriptors: Educational Games, Grade 4, Foreign Countries, Elementary School Students
Kanokrat Jirasatjanukul; Nuttakan Pakprod; Prueksa Dokkulab; Apatcha Changkwanyeun; Thada Jantakoon; Rukthin Laoha – Higher Education Studies, 2023
This research examined the process of creating educational innovations through cloud-based constructivism and connectivism learning for undergraduates. The objectives were as follows: (1) To examine the cloud-based constructivism and connectivism learning model's roles in helping undergraduates create educational innovations; and (2) To evaluate…
Descriptors: Educational Innovation, Internet, Computers, Information Technology
Suritno Fayanto; Saida Ulfa; Henry Praherdhiono; Nanda Deviana Shinta; Amiruddin Takda; La Sahara; Nasrun Balulu – Journal of Learning for Development, 2023
The Indonesian Ministry of Education pays a lot of attention to education in remote areas. The lack of equal education and the level of access to education are two of the main reasons. In remote areas of Indonesia, there are still very few educational facilities, either in the form of infrastructure or other facilities, one of which is learning…
Descriptors: Foreign Countries, Rural Areas, Access to Education, Educational Technology
Casey Hord; Benjamin Wiles – Teacher Education Quarterly, 2023
This study is a qualitative analysis of the work of preservice special education teachers on an activity during which they had to design a game that represented the concept of working memory. The study draws from the framework of model-eliciting activities that require students to develop structural representations of concepts that can be used to…
Descriptors: Preservice Teachers, Special Education Teachers, Learning Activities, Design
Roxburgh, Allison L. – ProQuest LLC, 2023
This mixed methods study examined how preservice teachers developed awareness and beliefs about design features and academic language features when choosing and evaluating digital math games for English language learners. The overarching research question for this study was, "How do preservice teachers develop awareness and beliefs about…
Descriptors: Preservice Teachers, Student Attitudes, Beliefs, Design
Kevin McLaughlin – ProQuest LLC, 2023
The emerging impact of gamification in the field of education has generated several possible avenues for enhancing learning outcomes and raised a large number of as-yet unanswered questions as to the effectiveness of different gamification techniques in different contexts. This quantitative survey study examines the impact of gamification on…
Descriptors: Computer Science Education, Computer Security, Information Security, Game Based Learning
Michael David Brown – ProQuest LLC, 2023
Students in today's classrooms are immersed in technology outside the classroom walls, and then they enter classrooms without the use of any technological tools, and they doubt the relevance of education. To determine the impact of technology used in the classroom, this qualitative phenomenological research study's methodology gathered data using…
Descriptors: Technology Integration, Technology Uses in Education, Influence of Technology, Teacher Attitudes
Paula Behenck Machado; Patricia Jantsch Fiuza; Graziela Fátima Giacomazzo – International Association for Development of the Information Society, 2023
Due to the advance of technologies and the increase of their use around the world, it shows a need to include them in education, as tools that could help the current teaching methods. Taking into account that most English classes in Brazilian public schools have been happening in the same way for many years, and considering the importance of…
Descriptors: Foreign Countries, English (Second Language), Language Teachers, Educational Technology
Çelik, Türkan – Research on Education and Media, 2023
The present study aims to examine prospective history teachers' process of using digital games to design history lessons and delivering the designed lessons in virtual classrooms. The study employed a design-based research model and was conducted with 31 participants selected based on the criterion sampling method. Data were collected through…
Descriptors: Computer Games, Teaching Methods, History Instruction, Thinking Skills
Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – Grantee Submission, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – AERA Open, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
Kirk Vanacore; Adam Sales; Allison Liu; Erin Ottmar – Grantee Submission, 2023
Computer-assisted learning platforms (CALPS) increasingly include gamified elements to improve student outcomes by enhancing their engagement with content. Although evidence exists that gamified programs increase engagement and learning outcomes, there is little causal research on what programmatic mechanisms drive the effect between engagement…
Descriptors: Educational Games, Gamification, Algebra, Mathematics Instruction

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