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Tsai, Yu-Ling; Tsai, Chin-Chung – Journal of Computer Assisted Learning, 2020
This meta-analysis investigates the relative effectiveness of game-based science learning against other instructional methods (Gameplay design) as well as against science game variants enriched with mechanisms (Game-mechanism design). An overall medium effect size for Gameplay design (k = 14, N[subscript es] = 14, g[subscript RE] = 0.646, p =…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Educational Games
Moyer-Packenham, Patricia; Ashby, M. Jill; Lister, Kristy; Roxburgh, Allison; Kozlowski, Joseph S. – Journal of Computers in Mathematics and Science Teaching, 2020
This study examined children's learning when they played 12 digital math games to understand how design features promoted children's awareness of the affordances in the games, and how this contributed to their learning. Elementary-aged children (N=193) played three digital math games during 60-minute interviews. We collected quantitative (pre-post…
Descriptors: Affordances, Game Based Learning, Mathematics Instruction, Elementary School Students
McNeil, Levi – ReCALL, 2020
This descriptive study investigated the implementation of student-selected, entertainment-purposed digital games for foreign language teaching and learning. During a 15-week semester, 16 Korean EFL students enrolled in an introductory educational technology course played online games, visited gaming sites, and completed instructional tasks.…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Second Language Instruction
Foster, Aroutis; Shah, Mamta – Journal of Digital Learning in Teacher Education, 2020
In this analytical paper, we argue for the centrality of teachers in game-based learning (GBL) interventions. We examine the following research question, "What principles emerge from teacher education in game-based learning research conducted from 2007-2018?". In doing so, we examine evidence generated over 10+ years deductively and…
Descriptors: Game Based Learning, Preservice Teachers, Preservice Teacher Education, Professional Identity
Goodwin, Amanda P.; Petscher, Yaacov; Jones, Sara; McFadden, Sara; Reynolds, Dan; Lantos, Tess – Reading Teacher, 2020
The authors describe Monster, P.I., which is an app-based, gamified assessment that measures language skills (knowledge of morphology, vocabulary, and syntax) of students in grades 5-8 and provides teachers with interpretable score reports to drive instruction that improves vocabulary, reading, and writing ability. Specifically, the authors…
Descriptors: Computer Assisted Testing, Handheld Devices, Language Maintenance, Language Tests
Sawrey, Katharine; Chan, Jenny Yun-Chen; Ottmar, Erin – Grantee Submission, 2020
The concept of equivalence can be elusive to students and can be confounded with unproductive understandings of the equals sign. Using the game-based digital algebraic notation system, From Here to There! (FH2T), students explore ideas of equivalence by dynamically transforming expressions or equations among mathematically equivalent states. In…
Descriptors: Mathematical Concepts, Symbols (Mathematics), Game Based Learning, Algebra
Roschelle, Jeremy; Cheng, Britte Haugan; Hodkowski, Nicola; Neisler, Julie; Haldar, Lina – Online Submission, 2020
A randomized controlled trial investigated the research question: Do students who participate in online tutoring and a related mathematical game learn more about fractions than students who only have access to the game? Participants were 144 students from four schools, all serving low-income students with low prior mathematics achievement. In the…
Descriptors: Elementary School Mathematics, Tutorial Programs, Program Effectiveness, Electronic Learning
Henderson, Nathan; Kumaran, Vikram; Min, Wookhee; Mott, Bradford; Wu, Ziwei; Boulden, Danielle; Lord, Trudi; Reichsman, Frieda; Dorsey, Chad; Wiebe, Eric; Lester, James – International Educational Data Mining Society, 2020
In recent years, game-based learning has shown significant promise for creating engaging and effective learning experiences. Developing models that can predict whether students will struggle with mastering certain concepts could guide adaptive support to assist students with mastering those concepts. Game-based learning environments offer…
Descriptors: Competency Based Education, Game Based Learning, Student Evaluation, Evaluation Methods
Miriam Herrero-Martín; Cristina Aldavero; Alfonso Lahuerta; Luis Carro; Azael J. Herrero – International Journal of Game-Based Learning, 2025
This study explores the potential of modern board games to foster key competences in primary education. A total of 238 students and 17 teachers from Spain, Romania, and Greece implemented 29 board games targeting Linguistic Communication, Mathematical Competence, and Learning to Learn. The intervention included teacher training, pedagogical…
Descriptors: Foreign Countries, Game Based Learning, Elementary School Students, Elementary School Teachers
Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
Hummel, Hans G. K.; Nadolski, Rob J.; Eshuis, Jannes; Slootmaker, Aad; Storm, Jeroen – British Journal of Educational Technology, 2021
Introductory Psychology courses in Higher Education lack application of knowledge in solving work-based problems. We develop and study mini-games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and…
Descriptors: Educational Games, Game Based Learning, Introductory Courses, Psychology
Soboleva, Elena V.; Sabirova, Elvira G.; Babieva, Nigina S.; Sergeeva, Marina G.; Torkunova, Julia V. – EURASIA Journal of Mathematics, Science and Technology Education, 2021
The research is relevant as educational computer games are included in students' mathematical activity and form additional opportunities to improve the quality of teaching mathematics in a digital school, to support the formation of the demanded professional competence - computational thinking. To form the appropriate skills that determine the…
Descriptors: Computer Science Education, Computer Games, Educational Games, Game Based Learning
Asigigan, Sera Iyona; Samur, Yavuz – International Journal of Education in Mathematics, Science and Technology, 2021
The aim of this research is to examine the effect of gamified STEM activities on 3rd and 4th grade students' intrinsic motivation, perception of problem-solving skills, and critical thinking disposition. In this mixed method study, problem solving skills perception scale, critical thinking disposition instrument and intrinsic motivation inventory…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Critical Thinking
Pondee, Phattaraporn; Panjaburee, Patcharin; Srisawasdi, Niwat – Research and Practice in Technology Enhanced Learning, 2021
In the context of the current teacher education program in Thailand, Technology Pedagogical and Content Knowledge (TPACK) framework is formally recognized as essential qualities of knowledge for a highly qualified preservice teacher in today's education. TPACK has been attracted to educational researchers for preparing preservice science teachers…
Descriptors: Preservice Teachers, Science Teachers, Foreign Countries, Technological Literacy
Forbes, Lisa K. – Journal of Teaching and Learning, 2021
Higher education faculty strive to adopt pedagogical approaches that generate student engagement, motivation, and quality learning experiences. The literature on play has much to offer higher education. However, playful pedagogy remains an uncommon approach in education and is often represented in the literature as a practice utilized for a…
Descriptors: Play, Game Based Learning, Graduate Students, Student Experience

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