Publication Date
| In 2026 | 3 |
| Since 2025 | 609 |
| Since 2022 (last 5 years) | 3083 |
| Since 2017 (last 10 years) | 6982 |
| Since 2007 (last 20 years) | 11800 |
Descriptor
| Educational Games | 9526 |
| Teaching Methods | 5518 |
| Games | 5084 |
| Foreign Countries | 4928 |
| Video Games | 2750 |
| Computer Games | 2604 |
| Game Based Learning | 2565 |
| Educational Technology | 2421 |
| Learning Activities | 2186 |
| Student Attitudes | 2062 |
| Simulation | 2014 |
| 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 | 482 |
| Australia | 362 |
| Taiwan | 299 |
| Canada | 272 |
| United Kingdom | 237 |
| Spain | 232 |
| China | 210 |
| Indonesia | 198 |
| United States | 174 |
| 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 |
Akgün, Özcan Erkan; Topal, Murat – International Journal of Assessment Tools in Education, 2018
The aim of this study is to adapt the Gamification User Types Hexad Scale (GUTHS) created based on Marczewski's(2015) user type hexad framework and validated by Tondello et al. (2016) into the Turkish context. The original scale consists of six dimensions, each of which has four items. The dimensions -- and the user types that they refer to -- are…
Descriptors: Measures (Individuals), Turkish, Media Adaptation, Translation
Chapman, Jared R.; Rich, Peter J. – Journal of Education for Business, 2018
Educational gamification is a growing field. The authors answer the following important questions: (a) To what degree does educational gamification, in general, increase students' perceived motivation in learning? (b) To what degree do specific game elements impact perceived motivation in learning? and (c) Are the benefits of gamification limited…
Descriptors: Educational Games, Learning Motivation, Outcomes of Education, Undergraduate Students
Goldstein, Thalia R. – American Journal of Play, 2018
Children have a natural inclination to play and imagine themselves as characters. Research has supported theories that connect this pretend play and related theatrical play to the development of children's social and emotional skills, but the author contends we need further, more rigorous research on whether such play directly relates to such…
Descriptors: Games, Intervention, Dramatic Play, Preschool Children
Bell, Geoffrey G.; Liang, Xin; Lü, Li – Management Teaching Review, 2018
Strategic alliances--voluntary interfirm arrangements involving resource sharing--are critical to firm success. To help strategic management students better understand alliance negotiation and formation, we developed a simple game that places them in a real alliance negotiation situation, involving simultaneous cooperation and competition (i.e.,…
Descriptors: Institutional Cooperation, Strategic Planning, Educational Games, Competition
Doner, Jonathan – Educational Philosophy and Theory, 2018
Plato's philosophy of paideia concerns the life-long growth toward areté, excellence, in body, mind, and spirit. Implementation of this philosophy in modern times is challenged by many societal conditions, especially relativism, plurality, and secularity. This paper discusses an approach that advocates individualized paideia. In its most simple…
Descriptors: Philosophy, Social Influences, Social Change, Participation
Higginson, Kelsey; Ward, Phillip – Journal of Physical Education, Recreation & Dance, 2018
This article discusses five strategies that have been frequently taught to teachers, but less frequently implemented by teachers, and that impact student learning, namely: teaching skills in games contexts, using small-sided games, starting lessons immediately, teaching beyond the standards, and teaching skills and games in an incremental manner.…
Descriptors: Teaching Skills, Secondary School Teachers, Physical Education Teachers, Games
Tanner, Sam; Miller, Erin – Critical Questions in Education, 2018
This conceptual framework investigates the symbol of the castle in the American imagination as one site of memory that contributes to white supremacy through childhood play. The authors conceive of long-form improvisation in relation to childhood play to imagine new pedagogical installments that might teach children to resist the hegemonic symbol…
Descriptors: Play, Whites, Racial Bias, Young Children
Fatih, Ymran; Kumalija, Elhard James; Sun, Yi – International Association for Development of the Information Society, 2018
Engagement and motivation are ones of the main factors that impact the student performance during a learning process. The reason why, introducing Gamification in learning aims to improve the learning process, by making use of the motivating effects of digital game elements and techniques. However, summarizing Gamification into a set of technical…
Descriptors: Electronic Learning, Educational Games, History Instruction, Simulated Environment
Tor, Noam; Gordon, Goren – International Association for Development of the Information Society, 2018
Curiosity is one of the 21st century skills and is especially paramount in the digital age. However, curiosity is multifaceted and can be expressed in many ways. Furthermore, assessment of curiosity is often based on self-report or subjective observations. We present work in progress for the development of a digital quantitative assessment game…
Descriptors: 21st Century Skills, Information Technology, Computer Games, Computer Simulation
An, Yunjo – Educational Process: International Journal, 2021
Background/purpose: This study examined how team-based gamified learning influenced students' attitudes towards the gamification of learning, online collaboration, and competition. Furthermore, the study explored what factors contributed to the students' positive or negative experiences with gamified learning. Materials/methods: Game elements used…
Descriptors: Teamwork, Game Based Learning, Student Attitudes, Cooperation
Baydar, Askin – International Education Studies, 2021
The aim of this study is to determine pre-service primary teachers' opinions regarding the implementation of teams-games-tournaments (TGT). For this purpose, the action research method, which is one of the qualitative research methods, was employed. The study group in the research consisted of 30 students who attended Artvin Çoruh University…
Descriptors: Foreign Countries, Preservice Teachers, Elementary School Teachers, Student Attitudes
Ran, Hua; Kasli, Murat; Secada, Walter G. – Journal of Educational Computing Research, 2021
This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this…
Descriptors: Intervention, Mathematics Achievement, Low Achievement, Kindergarten
Turoman, Nora; Tivadar, Ruxandra I.; Retsa, Chrysa; Maillard, Anne M.; Scerif, Gaia; Matusz, Pawel J. – Mind, Brain, and Education, 2021
Schooling may shape children's abilities to control their attention, but it is unclear if this impact extends from control over visual objects to encompass multisensory objects, which are more typical of everyday environments. We compared children across three primary school grades (Swiss first, third, and fifth grades) on their performance on a…
Descriptors: Attention Control, Comparative Analysis, Elementary School Students, Grade 1
Williams, John; Pill, Shane; Hewitt, Mitch – Sport, Education and Society, 2021
This project investigated how Australian Capital Territory (ACT) teachers of physical education (PE) assess games and sports as a Focus Area in the "Australian curriculum health and physical education" (AC: HPE). Figurational sociology, including the concept of habitus was used to inform the study and make sense of the findings. The…
Descriptors: Foreign Countries, Physical Education Teachers, Games, Athletics
Capinding, Andie Tangonan – International Journal of Game-Based Learning, 2021
The study focused on the effect of teams-games-tournament (TGT) on mathematics performance, behavioral engagement, cognitive engagement, and motivation to learn mathematics of Grade 8 students. Experimental and descriptive methods of research were utilized. Findings revealed that there was no significant difference in the pre-test results of the…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Achievement, Teaching Methods

Peer reviewed
Direct link
