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Prasad, Navneel; Kumar, Nikeel – e-Journal of Business Education and Scholarship of Teaching, 2018
This study applies the Shapley value within the context of class-group based peer assessments by treating it as a cooperative game and giving fairness to each group member to cushion the effect of coalitions. Based on scenario analysis, the Shapley Value method is used to identify the fair marks which should be given/allocated to individuals with…
Descriptors: Grading, Peer Evaluation, Cooperative Learning, Games
Gee, James Paul – Phi Delta Kappan, 2018
In the digital age, young people's most powerful learning opportunities often occur online, in experiences and environments created by people working outside of the K-12 school system. In a sense, the internet has given new life to an older, less formal approach to education, in which individuals seek out and learn from others who share their…
Descriptors: Internet, Access to Information, Simulated Environment, Computer Simulation
Li, Weidong; Xie, Xiuye; Li, Huanyu – Journal of Teaching in Physical Education, 2018
Guided by Situated Learning theory, the purpose of this article is to propose an extension to existing game-centered curricular models, named Situated Game Teaching through Set Plays (SGTSP). This proposed model fills in the gaps in the literature on game-centered curricular models by theorizing the concept of game scenarios/match conditions in…
Descriptors: Teaching Methods, Physical Education, Educational Games, Models
Sadik, Resat; Kardas, Nurgül Tezcan – Universal Journal of Educational Research, 2018
Purpose of this study is to analyze the attitudes of the teacher candidates studying at universities towards the game of chess and determine to what extent these attitudes are affected by some variables. In this study, survey model was used. As data collection tool, "Attitude Scale for the Game of Chess" was used, developed by Sadik…
Descriptors: Preservice Teachers, College Students, Student Attitudes, Games
Tupas, Fernan P.; Palmares, Ma. Theresa G. – Journal of Science and Mathematics Education in Southeast Asia, 2018
Purpose: This study aimed to explore the possibility of tapping traditional games as motivational activities that can aid in the teaching of the sciences in the K-12 curriculum and eventually will help learners increase their interest as well as performance in science. Method: This study is a qualitative research that aims to gather an in-depth…
Descriptors: Foreign Countries, Games, Learning Motivation, Science Instruction
Christofferson, Jennifer; Deutsch, Joe – Strategies: A Journal for Physical and Sport Educators, 2018
While the basic foundations of organizational and coaching strategies are very important to the development of a youth sports team, it is imperative to expand further on what makes a true team. A great team is not created overnight, it usually takes several years. Yet, with the proper mindset, the right coach can quickly turn a youth program into…
Descriptors: Athletic Coaches, Team Sports, Youth Programs, Travel
Khasianov, Airat; Shakhova, Irina – International Association for Development of the Information Society, 2018
In the paper we present a software platform for applying gamification to the Unified State Examination (USE) preparation activities in the Russian Federation. The USE is a final examination at school as well as a university entrance examination. Students' preparing for the examination takes a long time and is accompanied by solving a large number…
Descriptors: Foreign Countries, Computer Software, Exit Examinations, College Entrance Examinations
Özsevgeç, Lale Cerrah; Çiçek, Numan; Dogru, M. Said – Online Submission, 2018
The objective of this study is to carry out a research on the internet usage purposes of primary school students. In line with this objective, the internet usage frequency and purposes of students, including the intervention of their parents were studied. In this study, a descriptive research model was used, as it was aimed at making an assessment…
Descriptors: Foreign Countries, Elementary School Students, Internet, Handheld Devices
Martin Bílek; Malgorzata Nodzynsk; Wioleta Kopek-Putala; Paulina Zimak-Piekarczyk – Problems of Education in the 21st Century, 2018
Writing and balancing equations of chemical reactions is one of the most difficult elements of chemistry education for students, which is why it was decided to analyse part of the process which is the most difficult. The process itself consists of multiple stages. it is important to highlight that the focus of research was not only on balancing…
Descriptors: Chemistry, Science Instruction, Educational Games, Computer Simulation
Yap, Joseph; Peñaflor, Janice – Journal of Information Literacy, 2020
In this time of disinformation and misinformation, libraries remain a reliable source of truthful and factual information. As they fervently support the agenda of lifelong learning, libraries recognise that there are various influences that redefine the process of student learning. Admittedly, librarians need to be more creative in motivating…
Descriptors: Media Literacy, Information Literacy, Game Based Learning, Library Instruction
Dayal, Hem Chand; Sharma, Sashi – Australian Journal of Teacher Education, 2020
There is a rich literature on students' and teachers' intuitions and misconceptions about probability. However, less attention has been paid to the development of pre-service teachers' probabilistic thinking in teacher education. Based on this, the second author developed a lesson sequence for teaching probability. In particular, it demonstrates…
Descriptors: Probability, Preservice Teachers, Preservice Teacher Education, Game Based Learning
Uz-Bilgin, Cigdem; Thompson, Meredith; Anteneh, Melat – Journal of Science Education and Technology, 2020
This study examines how different roles and background knowledge transform players' dyadic conversations into spatial dialogues in a virtual cellular biology game. Cellverse is a collaborative virtual reality (VR) game designed to teach cell biology. Players work in pairs, assuming the role of either a Navigator, with reference material and a…
Descriptors: Cytology, Biology, Educational Technology, Technology Uses in Education
Keown, Louise J.; Franke, Nike; Triggs, Christopher M. – Early Childhood Education Journal, 2020
Executive functions (EFs) are foundational for the development of cognitive and social capacities critical for school readiness. The importance of promoting EF skills prior to school entry is increasing recognized but few preschool classroom-based interventions specifically target EF skills. The aim of this study was to evaluate the effectiveness…
Descriptors: Foreign Countries, Preschool Children, Intervention, Executive Function
Rodríguez-Negro, Josune; Pesola, J. Arto; Yanci, Javier – Journal of Educational Research, 2020
The aim of this study was to carry out three intervention programs [i.e. balance intervention program (BIP), game based program (GBP) and drama learning program (DLP)] and to assess their effects on school-age children's cognitive (creativity, attention and impulse control) and motor (balance, aiming and catching) development. These functions were…
Descriptors: Physical Activities, Cognitive Development, Motor Development, Creativity
An, Yunjo – International Journal of Technology in Education, 2020
Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, many gamification projects fail due to poor design. Despite the importance of thoughtful design of gamification, previous research on gamification in education has not paid sufficient attention to…
Descriptors: Teaching Methods, Instructional Design, Competition, Game Based Learning

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