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Jungck, John R. – PRIMUS, 2022
Finite Mathematics has become an enormously rich and productive area of contemporary mathematical biology. Fortunately, educators have developed educational modules based upon many of the models that have used Finite Mathematics in mathematical biology research. A sufficient variety of computer modules that employ graph theory (phylogenetic trees,…
Descriptors: Mathematics Instruction, Teaching Methods, Mathematical Models, Learning Modules
Kostas, Marios – British Journal of Sociology of Education, 2022
School playgrounds are critical arenas wherein children's gender performances unfold, and 'games' of gender subordination or domination transpire. Theoretically predicated on Butlerian and Baradian gender performativity approaches, this qualitative study analyses how children negotiate and perform gender, exploring the material-discursive effects…
Descriptors: Gender Differences, Playgrounds, Social Bias, Gender Bias
Australian Government Tertiary Education Quality and Standards Agency, 2022
Work produced during a course of study in the creative arts may differ from assessment in other disciplines in the following ways: (1) it is non-text-based: work may consist of a performance, video recording, digital or interactive work, music composition, audio recording, or physical artefact; and (2) it is creative: works demonstrate individual…
Descriptors: Integrity, Creative Activities, Art Education, Video Technology
Dube, Eng. Anna – International Journal for Business Education, 2015
Simulation games are recognized as useful and effective learning tools in the business world, as they create conditions within micro-worlds where participants can experience results of different strategies, which they want to undertake. This use of strategies enables game participants to explore multi-party decision rules and analyse factors that…
Descriptors: Game Based Learning, Educational Games, Business Administration Education, Sustainable Development
Whyte, Elisabeth M.; Smyth, Joshua M.; Scherf, K. Suzanne – Journal of Autism and Developmental Disorders, 2015
The design of "Serious games" that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism.…
Descriptors: Intervention, Autism, Educational Games, Design Requirements
What Works Clearinghouse, 2015
In the 2014 study, "The Effects of Math Video Games on Learning," researchers examined the impacts of math video games on the fractions knowledge of 1,468 sixth-grade students in 23 schools. The video games focused on fractions concepts including: whole units, numerator and denominator, understanding the number line, fractions…
Descriptors: Educational Games, Grade 6, Instructional Effectiveness, Mathematics
Scolari, Carlos A.; Contreras-Espinosa, Ruth S. – Journal of Information Literacy, 2019
The main objective of this article is to analyse informal learning processes in the field of video games. As many teenagers are engaged in these kinds of practices, the big question is: How do teens learn to play video games? In most cases they do not learn to play video games at school or with their parents, and therefore it is necessary to map…
Descriptors: Adolescents, Learning Strategies, Informal Education, Experiential Learning
Ortiz Neira, Ramón Antonio – PROFILE: Issues in Teachers' Professional Development, 2019
This study adopted a mixed method approach with an action research design. The aim was to determine the impact of information gap activities on young English as a foreign language learners' oral fluency. Information gap activities were based on the communicative approach as well as on task-based learning. Twenty-three eighth graders participated…
Descriptors: Instructional Effectiveness, Educational Games, English (Second Language), Second Language Learning
Robson, Karen – Journal of Marketing Education, 2019
Gamification is increasingly being implemented in higher education to engage students. This article presents a gamified pedagogical exercise intended to motivate students to consider how their in-person and digital behaviors affect their personal brands. Students receive and lose points for various behaviors and reflect on whether these behaviors…
Descriptors: Assignments, Higher Education, Teaching Methods, Student Behavior
Coppola, Cristina; Mollo, Monica; Pacelli, Tiziana – European Journal of Psychology of Education, 2019
This paper presents a Vygotskian research device that focuses on collaborative activities based on the manipulation of linguistic objects in a primary school classroom, with 8-9-year-old children. Through social exchanges among the different points of view, the children were engaged in a dynamic process of building and negotiating mathematical…
Descriptors: Language Skills, Elementary School Students, Semantics, Syntax
Moryl, Rebecca L.; Gabriele, Florencia; Desvira, Jannet – Journal of Economic Education, 2019
In this article, the authors describe an innovative charades-based educational game, HeadsUp! Econ, and its use for effective economics instruction. Results of a self-assessment survey of students demonstrate that implementing HeadsUp! Econ as an active learning game provides students opportunities to: (1) practice identifying which concepts are…
Descriptors: Educational Games, Economics Education, Review (Reexamination), Active Learning
Lin, Yen-Nan; Hsia, Lu-Ho – Educational Technology & Society, 2019
Billiards is a sport that not only requires numerous skills, but also emphasizes the strategies of planning the path of the contact and shot. Traditional billiards training mainly focuses on skills practicing, while the strategies for facing different kinds of challenges in billiards competitions are usually ignored. Therefore, referring to social…
Descriptors: Games, Training, Skill Development, Telecommunications
Sohrabi, Tayebeh – Issues in Educational Research, 2019
This study investigated the effects of group play on communication skills in upper primary students. A quasi-experimental method for evaluation and comparison of communication development was adopted, and two classes of fifth-grade female students were randomly selected. They were divided into two groups: a control group and an experimental group.…
Descriptors: Physical Education, Games, Interpersonal Competence, Communication Skills
Chacón-Cuberos, Ramón; Zurita-Ortega, Félix; Ubago-Jiménez, José Luis; González-Valero, Gabriel; Castro-Sánchez, Manuel – SAGE Open, 2019
This research study aims at contrasting a structural model of the associations between the alcohol consumption, tobacco dependence, and the problematic use of video games with motivational climate toward sport depending on the category of sports practiced in a sample of Physical Education university students. The sample consisted of 775 university…
Descriptors: Addictive Behavior, College Students, Drinking, Smoking
Farias, Cláudio Filipe Guerreiro; Harvey, Stephen; Hastie, Peter Andrew; Mesquita, Isabel Maria Ribeiro – Physical Education and Sport Pedagogy, 2019
Background: Sport Education has a dual interest in promoting active student engagement in games and improvements in their game-play. However, very few studies have concurrently examined how learners' game-play development is influenced by cognitive, social, and situated constraints, especially over consecutive Sport Education seasons. Purpose: The…
Descriptors: Athletics, Games, Student Participation, Context Effect

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