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Ott, Kate – American Journal of Sexuality Education, 2016
When seeking a more nuanced understanding of sexuality, participants can benefit from hands-on activities that provide experience with the limitation of descriptors and social shaping of definitions. In many sexuality education contexts, participants enter the learning environment with a narrow definition of sexuality. The following game provides…
Descriptors: Sexuality, Learning Activities, Sex Education, Teaching Methods
Volmar-Vega, Vilmarie; Kozub, Francis M. – Strategies: A Journal for Physical and Sport Educators, 2016
Chiqui-traca-ban-tau is a creative dance activity that can be enjoyed by a wide range of children. It is also a game that provides teachers with a physical activity option that promotes higher-order thinking and remembering skills necessary to support learning in the Common Core. The game involves each child taking a turn leading a four-beat…
Descriptors: Physical Education, Creativity, Dance Education, Games
Fitzpatrick, Caroline; Oghia, Michael J.; Melki, Jad; Pagani, Linda S. – South African Journal of Childhood Education, 2016
We review the state of evidence supporting a link between violent media exposure in preschoolaged children and subsequent well-being outcomes. We searched through four decades (1971-2011) of literature for enlightening details on the relationship between early exposure to media violence and health outcomes in later childhood and adolescence.…
Descriptors: Violence, Mass Media Effects, Preschool Children, Aggression
Gold, Paul R. – ProQuest LLC, 2016
The purpose of this study was to explore potential predictive relationships between college and university students' electronic media choices and their sense of social adjustment to college life. This study reviewed previous theoretical constructs related to socialization among college students. An online questionnaire was then presented to…
Descriptors: College Students, Social Adjustment, Student Adjustment, Social Media
Ekinci, Nurullah Emir; Ustun, Umit Dogan; Ozer, Omer – Online Submission, 2016
This study aims to investigate digital game addiction of high school students according to gender and regular sport participation. For this 398 high school students who were randomly chosen voluntarily participated in the study. In addition to personal information from the Turkish version of Lemmens and colleagues'a game addiction scale was used…
Descriptors: Addictive Behavior, High School Students, Gender Differences, Athletics
Cutumisu, Maria; Schwartz, Daniel L. – International Association for Development of the Information Society, 2016
This study examines the effect of choosing versus receiving feedback on the learning performance of n = 98 post-secondary students from California on a digital poster design task. The study employs a yoked experimental design where college students are randomly assigned to play a choice-based assessment game, Posterlet, in one of two conditions,…
Descriptors: Feedback (Response), College Students, Academic Achievement, Research Design
Greenhalgh, Spencer Paul – AERA Online Paper Repository, 2016
This paper examines how students perceive their proficiency in a second language to affect their ability to complete ethical tasks in an educational game. Students' limited proficiency in a second language may impede their ability to carry out real-world tasks; this may cause problems for classes in which the tasks are just as important as…
Descriptors: Language Proficiency, Second Language Learning, Educational Games, Ethics
Barbara Rácz – Sage Research Methods Cases, 2016
This case discusses an embedded-multiple case study design applied in my PhD research. Its particularity, besides the method, is that it was placed in an international context investigating the use of movement and games in Modern Foreign Language (MFL) learning/teaching in inclusive educational contexts. Therefore, it provides information on…
Descriptors: Modern Languages, Second Language Learning, Second Language Instruction, Teaching Methods
Aloizou, Valeria; Chasiotou, Tania; Retalis, Symeon; Daviotis, Theodoros; Koulouvaris, Panagiotis – Educational Media International, 2021
The unprecedented situation of COVID-19 which resulted in the closure of schools, enforced the educational community worldwide to find alternative ways to design the learning process. In special education the challenges are greater due to the need of individualized learning in 1:1 base, physical prompt, visual support and direct reinforcement.…
Descriptors: COVID-19, Pandemics, School Closing, Educational Technology
Ling, Henry Wai-Hang; Tsang, Kenneth Ho-Him; Yu, Kenneth Sau-Yin; Lee, Vincent Wan-Ping; Wong, Johnny Chung-Yee; Ng, Ka-Ying; Sun, Icy; Ngan, Avis – International Journal of Game-Based Learning, 2021
This research explores the possibility of providing a general guideline for the use of LEGO® SERIOUS PLAY® (LSP) in youth work and examining the experiences of the frontline youth workers in Hong Kong who have adopted LSP to engage youngsters, who have been experiencing enormous socioeconomic challenges in different aspects. A 12-session workshop…
Descriptors: Foreign Countries, Educational Games, Toys, Play
Bektas Cetinkaya, Yesim – Novitas-ROYAL (Research on Youth and Language), 2021
This study assesses vocabulary size of university students in an EFL context and unfolds the vocabulary development processes of successful learners through learners' reflective accounts. The study used a mixed methodology to collect and analyze the data. The quantitative data were collected from 93 university students who major in English…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Yayci, Levent; Kendirci, Abdurrahman – International Online Journal of Education and Teaching, 2021
This study aimed to determine educational/academic and some social behaviors of elementary school students according to their parents' views during coronavirus pandemic days, when they were under lockdown and were attending distance education. The study used a descriptive analysis methodology, one of the survey models, and the study group…
Descriptors: Elementary School Students, Student Behavior, Social Behavior, Study Habits
Joshi, Dirgha Raj; Neupane, Umesh; Joshi, Puspa Raj – Mathematics Teaching Research Journal, 2021
Digital pedagogical skills are essential for teachers dedicated to the ethical and effective use of digital resourcesin blended learning, artificial learning, teaching, communication, collaboration, evaluation, and problem-solving in the era of digitalization. A variety of competency frameworks have been developed for teachers and learners by…
Descriptors: Teaching Methods, Digital Literacy, Technological Literacy, Pedagogical Content Knowledge
Yassine-Diab, Nadia; Hartwell, Laura M.; Dejean, Sébastien – Research-publishing.net, 2021
Computer assisted vocabulary learning, i.e. specialized terminology acquisition, is a major tool to learning Languages for Specific Purposes (LSP) necessary to students' professionalization. One current area of research is digital game-based language learning because of its motivating qualities. This paper discusses electronics students'…
Descriptors: Game Based Learning, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – International Journal of Game-Based Learning, 2014
Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In…
Descriptors: Educational Games, Learning Experience, College Students, Learning Strategies

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