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Rousu, Matthew C.; Corrigan, Jay R.; Harris, David; Hayter, Jill K.; Houser, Scott; Lafrancois, Becky A.; Onafowora, Olugbenga; Colson, Gregory; Hoffer, Adam – Journal of Economic Education, 2015
Using 641 principles of economics students across four universities, the authors examine whether providing monetary incentives in a prisoner's dilemma game enhances student learning as measured by a set of common exam questions. Subjects either play a two-player prisoner's dilemma game for real money, play the same game with no money at stake…
Descriptors: Economics Education, Incentives, Educational Experiments, College Students
Teng, Chien-Kuo; Chuang, Ming-Chuen; Hsu, Chun-Cheng – Universal Journal of Educational Research, 2015
With the current popularity and widespread use of high-tech and telecommunication products, digital information with varied forms of software, hardware, and multimedia was engaged in designs for entertainment and daily life; its related products are sweeping the globe. On the other hand, the rapid development of 3D printing technology further…
Descriptors: Foreign Countries, Design, Laboratories, Play
Rademacher Mena, Ricardo Javier – International Journal of Game-Based Learning, 2012
In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…
Descriptors: Educational Games, Video Games, Computer Games, Design
van der Graaf, Shenja – Bulletin of Science, Technology & Society, 2012
This article considers the configuration of modular and temporary organization designs. By drawing on two prominent developer firms, namely, Valve Inc. and Linden Lab, respectively, "cabals" and "studios" are explored. The results of interviews conducted with employees of these firms are used as evidence. The article demonstrates that, to various…
Descriptors: Interviews, Employees, Games, Information Technology
Naik, Nitin – Innovations in Education and Teaching International, 2017
Innovation in learning and teaching is an everyday requirement in contemporary higher education (HE), especially in challenging subjects such as mathematics. Teaching mathematics to students with limited experience of formal mathematical instruction is a good example of a demanding pedagogical undertaking where innovatory practice can help HE…
Descriptors: Mathematics Instruction, Teaching Methods, Instructional Innovation, Educational Games
Godwin-Jones, Robert – Language Learning & Technology, 2017
The iPhone turns 10 years old in 2017. For the occasion, Apple is rumored to be adding significant new features for the model to be released this year. Whatever those may be, they are not likely to have the same impact that the release of the original iPhone had 10 years ago. That event led to a radical new vision for the design and capability of…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Teaching Methods
Gervais, Matthew M. – Field Methods, 2017
Experimental economic games reveal significant population variation in human social behavior. However, most protocols involve anonymous recipients, limiting their validity to fleeting interactions. Understanding human relationship dynamics will require methods with the virtues of economic games that also tap recipient identity-conditioned…
Descriptors: Foreign Countries, Educational Games, Social Networks, Communities of Practice
Sánchez-Carmona, Adrián; Robles, Sergi; Pons, Jordi – Journal of Technology and Science Education, 2017
The students' lack of motivation is a usual problem. The students value more the obtention of the degree than the developing of competences and skills. In order to fight this, we developed a gamification's experience based on merits and leaderboards. The merits are linked to the attainment of skills and competences that students usually do not…
Descriptors: Educational Games, Student Experience, Engineering Education, Performance Based Assessment
Vu, Phu; Feinstein, Sheryl – International Journal of Research in Education and Science, 2017
This exploratory multiple case study attempted to examine whether game-based learning activities had any impacts on students' academic performances and behaviors, and what perceptions the teachers had toward implementing games into their classrooms. Data used in this study included 101 students' pre and post-test scores, and four structured…
Descriptors: STEM Education, Case Studies, Educational Games, Learning Activities
Alabbasi, Daniah – Turkish Online Journal of Distance Education, 2017
Teachers and educational institutions are attempting to find an appropriate strategy to motivate as well as engage students in the learning process. Institutions are encouraging the use of gamification in education for the purpose of improving the intrinsic motivation as well as engagement. However, the students' perspective of the issue is…
Descriptors: Graduate Students, Online Courses, Electronic Learning, Educational Games
Kert, Serhat Bahadir; Köskeroglu Büyükimdat, Meryem; Uzun, Ahmet; Çayiroglu, Beytullah – Education 3-13, 2017
In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students' academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real…
Descriptors: Elementary School Students, Teaching Methods, Computer Games, Educational Technology
Russo, James – Australian Primary Mathematics Classroom, 2017
Benchmarking is an important strategy for comparing the size of fractions. In addition, knowing whether a given fraction is greater or less than a particular benchmark (e.g., one-half) can support students with accurately locating the fraction on a number line. This article offers a game-based activity that engages students in discussions around…
Descriptors: Mathematics Instruction, Benchmarking, Comparative Analysis, Fractions
Sanderson, Donna – Texas Journal of Literacy Education, 2017
The idea of using plastic bottle caps to enhance children's literacy and math skills was introduced in a pre-kindergarten methods and field class at West Chester University. We wanted an essentially cost-free way to create fun, hands-on, educational games for young students to learn basic skills supporting the Common Core State Standards (adopted…
Descriptors: Literacy Education, Mathematics Instruction, Skill Development, Preschool Children
Valdemoros-San-Emeterio, M-Angeles; Sanz-Arazuri, Eva; Ponce-de-León-Elizondo, Ana – Comunicar: Media Education Research Journal, 2017
The "Network Society" is identified by accelerated changes that occur between real and virtual worlds. The progress of digital devices has generated a new model of leisure that has conditioned family interactions. The aim of this research was to identify the relationship between digital leisure experiences and perceived family…
Descriptors: Leisure Time, Youth, Secondary School Students, Foreign Countries
Achimova, Asya; Syrett, Kristen; Musolino, Julien; Déprez, Viviane – Language Learning and Development, 2017
In response to questions in which a "wh"-term interacts with a universal quantifier in object position, such as "Who picked every toy?," children as old as 5 years of age often provide a list, pairing toys with the people who picked each of them. This response pattern is unexpected, it has been claimed, because children appear…
Descriptors: Toys, Syntax, Semantics, Predictor Variables

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