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The Discourse-Based Interview on Twitch: Methods for Studying the Tacit Knowledge of Game Developers
Shivener, Rich; Da Silva, Jessica Oliveira; Rahman, Anika – Composition Forum, 2022
In this essay, we argue that Twitch is an incredible platform for cultivating discourse-based interviews (DBIs) and has yet to be addressed in DBI research involving digital tools. To demonstrate that argument, we detail the methods behind collaborative research project between two undergraduates and a faculty studying game developers on the…
Descriptors: Discourse Analysis, Interviews, Computer Software, Barriers
Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
Pratiwi, Damar Isti; Waluyo, Budi – Malaysian Journal of Learning and Instruction, 2022
Purpose: This study examined the integration of task and game-based learning into an online Test of English as a Foreign Language (TOEFL) preparatory course taught at two Indonesian higher education institutions (HEI) over a period of 20 online class meetings totaling 40 class hours. Methodology: Using a single-case experimental design, it engaged…
Descriptors: English (Second Language), Second Language Instruction, Undergraduate Students, Foreign Countries
Ji-Eun Lee; Amisha Jindal; Sanika Nitin Patki; Ashish Gurung; Reilly Norum; Erin Ottmar – Grantee Submission, 2022
This paper demonstrates how to apply Machine Learning (ML) techniques to analyze student interaction data collected in an online mathematics game. We examined: (1) how different ML algorithms influenced the precision of middle-school students' (N = 359) performance prediction; and (2) what types of in-game features were associated with student…
Descriptors: Teaching Methods, Algorithms, Mathematics Tests, Computer Games
Atherton, Pete – Teacher Education Advancement Network Journal, 2018
This paper evaluates the findings of a small-scale research project into how trainee teachers can use Kahoot! to help them reflect on the learning process. Kahoot! is an online collaborative learning platform - a game-based student response system (GSRS), which was launched in 2012. It is frequently used as a quiz by experienced and trainee…
Descriptors: Tests, Educational Technology, Preservice Teachers, Learning Processes
The Effectiveness of Digital Game-Based Vocabulary Learning: A Framework-Based View of Meta-Analysis
Chen, Meng-Hua; Tseng, Wen-Ta; Hsiao, Tsung-Yuan – British Journal of Educational Technology, 2018
This study presents the results of a meta-analytic study about the effects of digital game-based learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features (Q = 5.857, df = 1, p = 0.016), but not with learners' age (Q = 0.906, df = 1, p = 0.341) or linguistic…
Descriptors: Computer Games, Vocabulary Development, Meta Analysis, Design
Ingalls, Joan S. – Journal of Physical Education, Recreation & Dance, 2018
This article describes five improvisational theater games for building "teams" in the classroom and on the sports field. Particular attention is given to understanding how teams must challenge the hyper-individuality of modern culture. Improvisational theater games for team building are designed to help participants find a balance…
Descriptors: Creative Activities, Theater Arts, Educational Games, Teamwork
Stufft, Carolyn J. – Literacy Research: Theory, Method, and Practice, 2018
Teachers can harness the power of video games to foster interest and engage students in literacy activities. Within this study, seven 6th graders participated in a video game book group during language arts instructional time. The study focused on tweens' figured worlds of literacy and video games and the intersections and divergences of these…
Descriptors: Literacy, Learning Activities, Grade 6, Language Arts
Tapan-Broutin, Menekse Seden; Ilkorucu, Sirin – Journal of Education and Training Studies, 2018
The aim of this research is to determine the different types of resources, regarding the thinking styles, used by mathematics teachers to create an a-didactical situation using a video-game from an essential resource. In this research embedded mixed method was used. Participants were ten teacher-student-researchers, studying at the master degree…
Descriptors: Masters Programs, Graduate Students, Thinking Skills, Mathematics Instruction
Carbonell Carrera, Carlos; Saorín, José Luis; Hess Medler, Stephany – Journal of Geography, 2018
Cartographic interpretation requires accurate spatial orientation. Two main sources of spatial knowledge acquisition inform spatial orientation ability: map-like perspective (map reading), and ground level perspective (wayfinding). The Pokémon GO game incorporates both types as players use a map to orient themselves while also moving around in the…
Descriptors: Spatial Ability, Geographic Information Systems, Computer Games, Maps
de Ondarza, José – Bioscene: Journal of College Biology Teaching, 2018
With over 1,400 known disease-causing organisms in humans alone, and hundreds of named infections, the realm of Medical Microbiology is both fascinating and intimidating. The wealth of information covered in this subject area often demands much memorization that can be difficult to handle. By integrating key concepts and terminology of this…
Descriptors: Communicable Diseases, Educational Games, Concept Teaching, Microbiology
Giannakopoulos, George; Tatlas, Nicolas-Alexander; Giannakopoulos, Vassilios; Floros, Andreas; Katsoulis, Philippos – British Journal of Educational Technology, 2018
We present a suite of inclusive games designed to address the needs of people with blindness or low vision. Particularly, through the employment of modern sonification strategies that achieves efficient perceptual representation of the game-play, several audio-games with different scenarios and application scope (entertainment and education) were…
Descriptors: Blindness, Visual Impairments, Audio Equipment, Computer Games
Akers, Jessica S.; Higbee, Thomas S.; Gerencser, Kristina R.; Pellegrino, Azure J. – Journal of Applied Behavior Analysis, 2018
Children with autism spectrum disorder (ASD) often have deficits in social skills and may avoid engaging in play activities with typically developing peers. The purpose of this study was to identify the utility of activity schedules, with embedded scripts, to teach three children with ASD to play a complex social game. Specifically, children with…
Descriptors: Autism, Pervasive Developmental Disorders, Scripts, Social Development
Willett, Rebekah – Learning, Media and Technology, 2018
This study investigates children's media literacy with a specific focus on socially situatedness of children's understanding of online gaming industries and related marketing. This article analyzes interviews with 8-9-year-olds and their parents in homes in the U.S.A. Rather than concentrating on developmental factors, the article uses a…
Descriptors: Media Literacy, Industry, Children, Computer Games
Aynsley, Sarah A.; Nathawat, Kusum; Crawford, Russell M. – Higher Education Pedagogies, 2018
Gamification in higher education has steadily been gaining traction as a useful addition to the diversity of learning resources available to both teachers and students. We have invented a card-based, role-playing team game called 'Braincept' to help aid pharmacology learning for medical students. The aims of the current study are to determine…
Descriptors: Educational Games, Student Attitudes, Medical Students, Pharmacology

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