Publication Date
| In 2026 | 0 |
| Since 2025 | 275 |
| Since 2022 (last 5 years) | 1438 |
| Since 2017 (last 10 years) | 2482 |
| Since 2007 (last 20 years) | 2521 |
Descriptor
Source
Author
| Gwo-Jen Hwang | 13 |
| Hwang, Gwo-Jen | 13 |
| Huei-Tse Hou | 12 |
| Erin Ottmar | 11 |
| Lester, James | 11 |
| Ji-Eun Lee | 10 |
| Rahimi, Seyedahmad | 10 |
| Shute, Valerie | 10 |
| Jenny Yun-Chen Chan | 9 |
| Zou, Di | 9 |
| Xie, Haoran | 8 |
| More ▼ | |
Publication Type
Education Level
Audience
| Teachers | 48 |
| Researchers | 14 |
| Policymakers | 6 |
| Students | 6 |
| Administrators | 5 |
| Practitioners | 4 |
| Media Staff | 2 |
| Parents | 2 |
Location
| Turkey | 117 |
| Indonesia | 86 |
| Taiwan | 82 |
| China | 69 |
| Spain | 60 |
| Malaysia | 52 |
| Australia | 47 |
| Thailand | 42 |
| United Kingdom | 33 |
| Brazil | 30 |
| Germany | 30 |
| More ▼ | |
Laws, Policies, & Programs
| Head Start | 3 |
| Americans with Disabilities… | 1 |
| Elementary and Secondary… | 1 |
| Every Student Succeeds Act… | 1 |
| Indian Child Welfare Act 1978 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 4 |
| Meets WWC Standards with or without Reservations | 6 |
| Does not meet standards | 1 |
Inanç, Hasan Burak; Akkas Baysal, Emine – English Language Teaching Educational Journal, 2022
This study aimed to evaluate the research in the use of the gamification method in English language teaching. In this study, thirty-eight researches were evaluated. For this purpose, the Council of Higher Education National Thesis Center and Google Academic databases were used to reach research in the use of the gamification method in English…
Descriptors: Meta Analysis, Game Based Learning, Teaching Methods, English (Second Language)
Zou, Tracy X. P.; Parker, Quentin A.; Hounsell, Dai – Journal of Higher Education Policy and Management, 2022
Implementing teaching enhancement is especially challenging when undertaken on a large-scale and with a range of participating institutions and stakeholders. This study sought to advance understanding of this under-researched area through cultural-historical activity theory, investigating four government-funded, cross-institutional teaching…
Descriptors: Institutional Cooperation, Teamwork, Participative Decision Making, Leadership Styles
Al-Razgan, Muna; Alotaibi, Hind M. – Arab World English Journal, 2022
Considerable advances in the capabilities of modern mobile devices have enabled their use as powerful educational tools. Today, mobile learning games are widely used as creative platforms for teaching and learning, offering enjoyable and ubiquitous educational content. This study describes the design and evaluation of a mobile Arabic orthography…
Descriptors: Technology Integration, Handheld Devices, Educational Games, Spelling Instruction
Wang, Yang – International Journal of Science Education, Part B: Communication and Public Engagement, 2022
This study is to examine the effects of AR Game-based science learning on students' engagement, learning performance, and satisfaction towards physics learning. Based on the marker-based AR technology, an Augmented Reality Game-based Science Learning (ARGSL) system was designed and developed to support students' physics learning. A…
Descriptors: Computer Simulation, Game Based Learning, Learner Engagement, Physics
Clark, Daniel – Research in Learning Technology, 2022
This study presents an evaluation of an online game-based student access, retention, progression and attainment (ARPA) initiative at the University of Kent. The initiative, a narrative-based simulation of a condensed student journey from pre-enrolment to graduation, is designed to prepare and support students in their transition to and…
Descriptors: Evaluation Methods, Electronic Learning, Access to Education, School Holding Power
Dorsaf Benna Chelly; Manel BenSassi; Henda Ben Ghezala; Riadh Ben Boubaker – International Association for Development of the Information Society, 2022
The COVID-19 has impacted education all over the world, especially many African countries where the experience of the pandemic has been distressing. While the need for distance learning was clear from the outset of the pandemic, achieving effective reach to learners was more complex, multifaceted and challenging task, facing to many issues:…
Descriptors: Pandemics, Equal Education, Distance Education, Educational Change
Meetal Shah; Mary Styers – Online Submission, 2022
Explore Learning contracted with LearnPlatform, a third-party edtech research company, to examine the relationship between student usage of Frax and math learning outcomes. Frax is a game-based, adaptive technology designed using the latest research on effective fractions instruction to support all learners in meeting early standards for fractions…
Descriptors: Elementary Secondary Education, Federal Legislation, Educational Legislation, Elementary School Mathematics
Bartolucci, Marco; Mattioli, Francesco; Batini, Federico – International Journal of Game-Based Learning, 2019
In recent years, the authors have witnessed the rebirth of board games. This contribution aims to investigate the educational potential of non-random board games in two ways: the comparison of performances of "expert adult players" and "adult non-players" through a correlation study (n=45) and the comparison between the results…
Descriptors: Games, Expertise, Adults, Children
McGregor, Karla K.; Marshall, Brooke A.; Julian, Samantha K.; Oleson, Jacob – Language, Speech, and Hearing Services in Schools, 2019
Objectives: The aim of this study was to determine whether college students build their vocabularies by playing a serious game that incorporates principles of learning and memory. Design: This study used a single-site, prospective, randomized trial with 2 branches--immediate and delayed treatment. Outcome measures were obtained after a 1-month…
Descriptors: Educational Games, Mastery Learning, Vocabulary Development, Game Based Learning
Ioannou, Andri – Educational Technology Research and Development, 2019
Building on established pedagogy and technological advancement, this article presents a model of gameful design for learning using interactive tabletops, enacted and evaluated in the context of socio-emotional education. Based on the proposed model, we detail the design of a technology-enhanced learning experience in which a series of traditional…
Descriptors: Game Based Learning, Technology Uses in Education, Grade 5, Elementary School Students
Nease, Jake; Adams, Thomas A., II – Chemical Engineering Education, 2019
BLACKOUT! is a turn-based video game that introduces undergraduate and high school students to the types of power generation available in most electricity markets. The workshop portion of BLACKOUT! introduces students to the advantages and disadvantages of power generation by coal, natural gas, nuclear, wind and solar. The students then take the…
Descriptors: Experiential Learning, Video Games, Workshops, Power Technology
Laffey, James; Griffin, Joseph; Sigoloff, Justin; Sadler, Troy; Goggins, Sean; Womack, Andrew; Wulff, Eric – Grantee Submission, 2019
Mission HydroSci (MHS) teaches water systems and scientific argumentation towards meeting Next Generation Science Standards. MHS is a game-based 3D virtual environment for enacting transformational role-playing, wherein students must learn new knowledge and competencies in order to successfully complete the game missions. MHS was developed for…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Role Playing
Brenner, Laurence – ProQuest LLC, 2019
"Playing With Dragons: Using Role-playing Games to Support Academic Objectives" explores how table role-playing games might positively impact the attainment of classroom learning objectives. This paper begins with an exploration of what a table role-playing game is, and compares it to educational theatre techniques, primarily process…
Descriptors: Role Playing, Teaching Methods, Educational Objectives, Game Based Learning
Toda, Armando M.; Oliveira, Wilk; Shi, Lei; Bittencourt, Ig Ibert; Isotani, Seiji; Cristea, Alexandra – International Educational Data Mining Society, 2019
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a "one-size-fits-all" approach covering all learners, without considering different user…
Descriptors: Gender Differences, Game Based Learning, Preferences, Design
Hansen, Dirk; Arnett, Carlee; Suñer, Ferran – Research-publishing.net, 2019
Over the past few years, language teaching has progressively evolved from teacher-fronted classroom settings to more complex, learner-centered scenarios, allowing learners to explore authentic contents, work collaboratively, and create sophisticated and socially relevant products. In addition, these processes foster language learning, increase…
Descriptors: Game Based Learning, Cooperative Learning, Second Language Instruction, Teaching Methods

Peer reviewed
Direct link
