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Shim, Jaekwoun; Kwon, Daiyoung; Lee, Wongyu – IEEE Transactions on Education, 2017
In the past, computer programming was perceived as a task only carried out by computer scientists; in the 21st century, however, computer programming is viewed as a critical and necessary skill that everyone should learn. In order to improve teaching of problem-solving abilities in a computing environment, extensive research is being done on…
Descriptors: Robotics, Educational Games, Programming, Teaching Methods
Biçer, Nursat – Universal Journal of Educational Research, 2017
The aim of the present study is to determine the influence of student-centered methods employed in Turkish language instruction on the academic success of students through meta-analysis. To this end, a literature review was conducted on the relevant studies conducted between 2000 and 2016 in order to determine the studies were suitable for the…
Descriptors: Turkish, Meta Analysis, Effect Size, Drama
Sun Lin, Hong-Zheng; Chiou, Guey-Fa – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study examined the effects of comparison and game-challenge strategies on sixth graders' learning achievement of algebra variable, learning attitude towards algebra variable learning, and meta-cognitive awareness of algebra variable learning. A 2 × 2 factorial design was used, and 86 students were invited to participate in the experimental…
Descriptors: Grade 6, Algebra, Mathematics Instruction, Comparative Analysis
Almér, Elin – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2017
The aim of this article is to describe young children's beliefs about language and bilingualism as they are expressed in verbal utterances. The data is from Swedish-medium preschool units in three different sites in Finland. It was generated through ethnographic observations and recordings of the author's interactions with the children. The…
Descriptors: Bilingualism, Language Usage, Swedish, Language of Instruction
Józsa, Krisztián; Barrett, Karen Caplovitz; Morgan, George A. – Electronic Journal of Research in Educational Psychology, 2017
Introduction: School readiness predicts both school and life success, so measuring it effectively is extremely important. Current school readiness tests focus on pre-academic skills; however, mastery motivation (MM: persistent, focus on trying to do a task) and executive functions (EF: planful self-control) are also crucial. Method: The purpose of…
Descriptors: Foreign Countries, Comparative Education, School Readiness, Computer Assisted Testing
Zhang, Bo; Robb, Nigel; Eyerman, Joe; Goodman, Lizbeth – International Journal of E-Learning & Distance Education, 2017
In response to the growing trend of internationalisation in education, it is important to consider approaches to help international students integrate in their new settings. One possible approach involves the use of e-Learning tools, such as virtual worlds and gamification. To maximise the potential effectiveness of such tools, it may be…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Educational Games
Campbell, Robert D. – e-Journal of Business Education and Scholarship of Teaching, 2017
A large and growing body of research supports the view that the small-group learning structure can be an effective tool to enhance student performance and encourage innovative problem solving. This paper explains in detail how the framework of the popular television reality show Survivor has been adapted to form a vehicle for a college level group…
Descriptors: Teaching Methods, Educational Games, Real Estate, Business
Sevy-Biloon, Julia – Journal of Education and Training Studies, 2017
English language students at the Universidad Nacional de Educacion (UNAE) in Ecuador tend to have various learning styles and have a hard time being motivated to not only learn, but also remember the correct form of English language being taught in the classroom. It is mandatory for these students to learn English; therefore many do not have…
Descriptors: English (Second Language), Second Language Instruction, Foreign Countries, College Students
Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The advancement of mobile game-based learning has encouraged many related studies, which has enabled students to learn more and faster. To enhance the clinical path of cardiac catheterization learning, this paper has developed a mobile 3D-CCGBLS (3D Cardiac Catheterization Game-Based Learning System) with a learning assessment for cardiac…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Technology Uses in Education
Liu, Sylvia; Yuen, Mantak; Rao, Nirmala – Gifted Education International, 2017
This paper describes a social skills programme implemented to enhance the social competence of Primary-one students in order to ensure a smooth adjustment after transition from kindergarten to a formal school learning environment. The participants were 122 students (64 boys and 58 girls; mean age 6.17 years, SD = 0.29 years) newly enrolled in a…
Descriptors: Foreign Countries, Elementary School Students, Interpersonal Competence, Intervention
Werner, Valentin; Lehl, Maria; Walton, Jonathan – International Journal of Mobile and Blended Learning, 2017
Pop lyrics represent a rich, but underused resource in language teaching in both institutional and informal contexts. This is striking in view of analyses from the fields of motivational and cognitive psychology, didactics as well as linguistics, which all provide evidence for the inherent potential of pop lyrics. This paper will first take a…
Descriptors: Music, Teaching Methods, Video Technology, Telecommunications
Kay, Robin; Benzimra, Daniel; Li, Jia – Journal of Educational Computing Research, 2017
Previous research on distractions and the use of mobile devices (personal digital assistants, tablet personal computers, or laptops) have been conducted almost exclusively in higher education. The purpose of the current study was to examine the frequency and influence of distracting behaviors in Bring Your Own Device secondary school classrooms.…
Descriptors: Foreign Countries, Influence of Technology, Attention Control, Handheld Devices
Bontchev, Boyan; Vassileva, Dessislava – Interactive Technology and Smart Education, 2017
Purpose: This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the "Rush for Gold" game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and…
Descriptors: Teaching Methods, Video Games, Educational Technology, Technology Uses in Education
Grotzer, Tina A.; Solis, S. Lynneth; Tutwiler, M. Shane; Cuzzolino, Megan Powell – Instructional Science: An International Journal of the Learning Sciences, 2017
Understanding complex systems requires reasoning about causal relationships that behave or appear to behave probabilistically. Features such as distributed agency, large spatial scales, and time delays obscure co-variation relationships and complex interactions can result in non-deterministic relationships between causes and effects that are best…
Descriptors: Elementary School Students, Elementary School Science, Kindergarten, Grade 2
Jauregi, Kristi; Melchor-Couto, Sabela – Research-publishing.net, 2017
The Erasmus+ TeCoLa project (2016-2019) aims to develop and test innovative gamified telecollaboration approaches for secondary schools that address issues of learning diversity in intercultural and Content Integrated Language Learning (CLIL) and teaching. Authentic task-based transnational interactions among peers from different socio-cultural,…
Descriptors: Educational Games, Second Language Learning, Telecommunications, Multicultural Education

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