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Wellington De Luna-Vazquez; Luis G. Estrada-Oliver – Strategies: A Journal for Physical and Sport Educators, 2024
The COVID-19 pandemic highlighted the challenges and opportunities for incorporating social and emotional learning (SEL) into physical education, especially in settings disrupted by remote learning. This article provides practical strategies for PE teachers to apply the cooperative learning (CL) model to help Hispanic English language learners…
Descriptors: Social Emotional Learning, Physical Education, Cooperative Learning, English (Second Language)
Harold Abelson, Editor; Siu-Cheung Kong, Editor – MIT Press, 2024
In today's digital society, computational thinking (CT) is a critical component of all children's education. In "Computational Thinking Curricula in K-12," editors Harold Abelson and Siu-Cheung Kong present a range of professional perspectives on the most effective ways to integrate CT into school curricula. Their edited volume, which…
Descriptors: Computation, Thinking Skills, Elementary Secondary Education, Educational Policy
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Naoko Taguchi – Language Teaching, 2024
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a technology-enhanced environment that provides direct access to contextualized communicative…
Descriptors: Pragmatics, Language Acquisition, Game Based Learning, Video Games
Brittany Pinkerton; Christine L. Craddock – Journal of Youth Development, 2024
Culturally relevant pedagogy (CRP) has been a widely utilized framework for educational practice and research (Ladson-Billings, 2014). It is built on the ethics of care, first established in consideration of education among Black youth (Ladson-Billings, 1995). However, applications of CRP to youth physical activity (PA) programs are largely…
Descriptors: School Community Programs, Preadolescents, Physical Activities, Culturally Relevant Education
Veryaeva, Kseniya; Solovyeva, Olga – International Journal of Distance Education Technologies, 2021
Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user…
Descriptors: Game Based Learning, Educational Games, Electronic Learning, Affordances
Hsu, Ting-Chia; Liang, Yi-Sian – Journal of Educational Computing Research, 2021
This study proposed plugged and unplugged approaches for young students to simultaneously improve their interdisciplinary learning performance in English and Computational Thinking (CT). The plugged approach involved adopting educational robots to enhance CT and to provide English vocabulary and sentence practice via a board game. The unplugged…
Descriptors: Computation, Thinking Skills, Second Language Learning, Electronic Learning
Kenanoglu, Dilan; Duran, Munise – Asian Journal of Education and Training, 2021
The aim of this study is to analyze the effect of Traditional Game Education Program (TGEP) on language development of pre-school children. Dependent and independent variables were determined as the children's language development scores and "traditional game education program", respectively. The study group was determined with…
Descriptors: Games, Game Based Learning, Play, Rhyme
Fraire, Juan A.; Duran, Juan E. – IEEE Transactions on Education, 2021
Contribution: In a context where hands-on courses are biased toward specific technologies, a novel creativity-provoking instructional approach for networking undergraduate courses is successfully applied following action research principles and active and creative learning techniques. Background: Extensive engineering-oriented networking courses…
Descriptors: Experiential Learning, Creativity, Curriculum Development, Teaching Methods
Opri?, Edina-Timea; Bálint-Svella, Éva; Zsoldos-Marchi?, Iuliana – Acta Didactica Napocensia, 2021
Gamification is a rather new method in education and unfortunately is not a widely known method among Hungarian primary school teachers in Romania. This paper presents the knowledge and opinion of pre-service preschool and primary school teachers about gamification and its use in education. In this study 81 Primary and Preschool Pedagogy students…
Descriptors: Foreign Countries, Game Based Learning, Teaching Methods, Preservice Teachers
Beaumont, Renae; Walker, Hugh; Weiss, Jonathan; Sofronoff, Kate – Journal of Autism and Developmental Disorders, 2021
Families often face financial and geographical barriers to services for children with autism. The current study explored the effectiveness of a parent-supported adaptation of the computer game-based social skills program Secret Agent Society (SAS). Seventy child-parent dyads were randomized to SAS (n = 35) or a caregiver-supported cognitive skills…
Descriptors: Video Games, Computer Games, Game Based Learning, Interpersonal Competence
Farihah, Mohd Jamel; Mohd Norawi, Ali; Nur Jahan, Ahmad – Journal of Turkish Science Education, 2021
The study was conducted to identify the needs and specifications of a STEM Module based on a game approach in teaching science for lower secondary school students. In this study, the needs analysis was carried out on purposively selected science teachers from different schools in the northern district of Kedah, Malaysia. The data was collected…
Descriptors: Science Instruction, STEM Education, Game Based Learning, Secondary School Science
Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
Hassan, Muhammad Awais; Habiba, Ume; Majeed, Fiaz; Shoaib, Muhammad – Interactive Learning Environments, 2021
With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of the primary reasons for this problem is the lack of motivation among the learners because of the similar learning experience provided to them despite their…
Descriptors: Game Based Learning, Electronic Learning, Cooperative Learning, Integrated Learning Systems
Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness

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