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Kier, Cheryl A. – Journal of Academic Ethics, 2019
This project assesses the ability of a game tutorial, "Goblin Threat" to increase university students' ability to recognize plagiarized passages. The game tutorial covers information about how to cite properly, types and consequences of plagiarism, and the differences between paraphrasing and plagiarism. The game involves finding and…
Descriptors: Plagiarism, Intervention, Game Based Learning, Online Courses
Cinar, Sinan – Cypriot Journal of Educational Sciences, 2019
Young boys and girls make houses and beds from cloths and cartons for their dolls, erect shelters and fences for toy animals, build ramps and garages from blocks for toy cars, and lift objects using a rope and reel for having fun. Thanks to their experiences with such design-based games, children combine science with engineering and try to…
Descriptors: STEM Education, Engineering, Design, Curriculum Implementation
Rodríguez-Negro, Josune; Falese, Lavinia; Yanci, Javier – Journal of Educational Research, 2019
This study examines the effects of two different 8-week balance intervention programs for students of primary school age. Static and dynamic balance were assessed in 380 students (6-12 years) before and after an 8-week balance intervention program. Students were divided and assigned into a no intervention control group, a direct instructional…
Descriptors: Elementary School Students, Children, Psychomotor Skills, Intervention
Bayir, Eylem – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2019
This article introduces a science game which can be used for innovative teaching and as an assessment tool. The Shadow Races Game is designed for first and second grade students to learn the phenomenon of shadow through inquiry-based activities and questions that require the children to apply inferences from those activities. In this amusing board…
Descriptors: Elementary School Students, Elementary School Science, Science Education, Educational Games
Gamlo, Nada – English Language Teaching, 2019
This study examines the effect of integrating mobile-game based language learning applications (MGBLLAs) on Saudi female English as a Foreign Language (EFL) students' motivation to learn English. It explores the perceptions of students regarding the pedagogical value of the following free MGBLLAs: "Game books": "Great Reader,"…
Descriptors: English (Second Language), Second Language Instruction, Student Motivation, Females
Serna, Karen L.; Taylor, Zachary W. – Community College Journal of Research and Practice, 2019
Austin Community College's (ACC) Student Money Management Office conducted a text messaging scavenger hunt to engage ACC students in financial-aid-related education and programming, including when to complete the Free Application for Federal Student Aid and how to ensure Satisfactory Academic Progress. Results demonstrated that 268 students began…
Descriptors: Community Colleges, Two Year College Students, Telecommunications, Handheld Devices
Vergne, Matthew J.; Simmons, Joshua D.; Bowen, Ryan S. – Journal of Chemical Education, 2019
An escape-room-game activity was introduced to foster team building and collaborative learning in a laboratory-experiment setting. The students were placed in a laboratory with clues and puzzles that required the students to use a sequence of analytical instruments in the laboratory in order to escape. The instruments utilized included a UV-vis…
Descriptors: Educational Games, Science Laboratories, Laboratory Experiments, Cooperative Learning
Roscoe, Rod D.; Allen, Laura K.; McNamara, Danielle S. – Journal of Educational Computing Research, 2019
A critical challenge for computer-based writing instruction is providing appropriate and adaptive practice. The current study examined three modes of computer-based writing practice with the goal of identifying those with the greatest learning and motivational value. High school students learned about writing strategies by studying lessons within…
Descriptors: High School Students, Writing Instruction, Computer Assisted Instruction, Writing Strategies
Homer, Bruce D.; Ober, Teresa M.; Rose, Maya C.; MacNamara, Andrew; Mayer, Richard E.; Plass, Jan L. – Mind, Brain, and Education, 2019
Adolescence is a period of rapid cognitive change, including an initial increase in speed of cognitive processing and a more gradual increase in efficiency of cognitive processing. This study examined how neurophysiological changes associated with adolescent development can inform the design of game-based executive function (EF) training. Two…
Descriptors: Accuracy, Computer Games, Cognitive Development, Cognitive Processes
White, Kyli; McCoy, Leah P. – Networks: An Online Journal for Teacher Research, 2019
Games-based learning involves instruction with realistic game experiences (Cicchino, 2015). This action research study explored game-based learning as fifth grade mathematics students completed a brief unit on ordered pairs utilizing game-based lessons. Attitude and achievement data were collected mainly by surveys, content tests, student…
Descriptors: Educational Games, Elementary School Mathematics, Mathematics Achievement, Mathematics Instruction
Leyva, Diana – Early Education and Development, 2019
This study examined how parents supported children's writing and math and whether parents' support predicted children's academic skills from the beginning of pre-kindergarten to the end of kindergarten. Two hundred ten Chilean parents from low-income households were observed playing a grocery game with their preschoolers (M = 53 months). The…
Descriptors: Foreign Countries, Low Income Groups, Parents, Preschool Children
Marín-Díaz, Verónica; Morales-Díaz, Marina; Reche-Urbano, Eloísa – Journal of New Approaches in Educational Research, 2019
Education mediated by video games is a way of working that is increasingly more evident. Along this line we present the results obtained from a group of pre-service teachers (N=169), who through a quasi-experimental study and the use a questionnaire with 62 items, with a scale to answer to 5 Likert-type, created from Marín and Martín (2014) and…
Descriptors: Elementary Education, Teaching Methods, Video Games, Technology Uses in Education
Scharp, Kristina M.; Seiter, John S.; Curran, Timothy – Communication Teacher, 2019
People who receive supportive communication when they are distressed benefit from a series of advantageous outcomes. We designed the following activity based on the popular board game Apples to Apples to provide students with an experiential understanding of different types of social support--(1) emotional, (2) esteem, (3) network, (4)…
Descriptors: Social Support Groups, Self Esteem, Emotional Response, Networks
Daniel Herda – Numeracy, 2019
Existing research from the social sciences indicates that misperceptions about immigrants are pervasive in American society and present consequences for intergroup relations. The classroom may be an arena in which to reduce this incorrectness. The current note provides a replication and extension of previous research on the effectiveness of the…
Descriptors: Misconceptions, Immigrants, Educational Games, Student Attitudes
Ma, Yuxin; Williams, Doug; Prejean, Louise – Journal of Interactive Learning Research, 2014
Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Effectiveness

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