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Samuel J. Richardson; A. P. McRobert; D. Vinson; C. J. Cronin; C. Lee; S. J. Roberts – Quest, 2024
This study represents the first comprehensive qualitative systematic review on sport coaches' and teachers' perceptions and application of Game-Based Approaches (GBA) and Constraints-Led Approach (CLA). From searching 12 electronic academic databases from 1982 to 2020, 29 studies met the eligibility criteria and were included in the meta-study.…
Descriptors: Athletic Coaches, Teacher Attitudes, Educational Games, Content Analysis
Krishna Mohan Surapaneni – Biochemistry and Molecular Biology Education, 2024
Gamification is emerging as an active learning innovation in medical education to enhance student engagement and promote life-long learning in a unique and collaborative environment. Clinical enzymology in biochemistry is one of the core topics in the medical curriculum. However, students face challenges in comprehension and retention of…
Descriptors: Gamification, Medical Education, College Freshmen, Biochemistry
Noemi Honorato; Aiganym Soltiyeva; Wilk Oliveira; Saul Emanuel Delabrida; Juho Hamari; Madina Alimanova – Smart Learning Environments, 2024
The education of autistic children presents significant challenges, compelling various educational stakeholders to seek solutions that can enhance teaching and learning experiences for these individuals. Among the most promising strategies are gameful approaches, including gamification, card games, and simulators. Despite recent efforts,…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Gamification, Educational Games
Xianhua Luo – ProQuest LLC, 2024
Electronic sports (Esports) is a fast-growing competition that has increased modern sports families' market value and size worldwide. It has become a popular competitive gaming and intramural activity in American university campuses. However, what are the perceptual differences toward Esports among university students in America? Therefore, this…
Descriptors: Video Games, College Students, Competition, Student Attitudes
Vincent Berry; Annie Xiang – American Journal of Play, 2024
The authors examine the evolution of board game authorship between 1845 and 1984, based on an analysis of a corpus of more than thirty-seven hundred games from the University Sorbonne Paris North's Fonds Patrimonialdu Jeu de Société, a board game collection of more than fifteen thousand titles. Overall, they show that game authors have rarely…
Descriptors: Games, Foreign Countries, Historical Interpretation, Authors
Natasha Arthars; Lina Markauskaite; Peter Goodyear – Journal of the Learning Sciences, 2024
Background: Constructing shared understanding of complex interdisciplinary problems is one of the most challenging aspects of interdisciplinary teamwork. How this process unfolds is under-researched, making it esoteric and difficult to scaffold. This paper aims to provide an articulated and nuanced account of what is involved in student teams'…
Descriptors: Interdisciplinary Approach, Games, Teamwork, Graduate Students
Joel Roberts; Lise A. Johnson; Jonathan P. Dyhr – Advances in Physiology Education, 2024
The multidisciplinary nature of physiology requires students to acquire, retain, apply, and evaluate knowledge from different scientific disciplines. Optimal learning techniques, such as active learning, interleaving topics and conditions, and recall, can greatly enhance the speed and effectiveness with which students achieve this type of…
Descriptors: Undergraduate Students, Graduate Students, Physiology, Educational Games
Kai Zhang; Jingying Chen; Zongkai Yang – British Journal of Educational Technology, 2024
This study explored the influence of the dynamic assessment of human--computer interactive games on children's language potential. Thirty-seven special children aged 3--7 years were selected to participate in the study. They were divided into three groups according to their scores on the Autism Behaviour Checklist: (1) a non-autism group, (2) a…
Descriptors: Language Skills, Autism Spectrum Disorders, Children, Interaction
Daniel Jato-Espino; Marta Vila-Cortavitarte; Jorge Rodriguez-Hernandez; Daniel Castro-Fresno – Journal of Civil Engineering Education, 2024
Gamification has emerged in recent years as an application of game mechanics to improve learning processes through increased motivation and engagement. Civil engineering is a suitable field for gamification because it encompasses a variety of areas involving both management and fieldwork tasks. To gain insight into the use of gamified approaches…
Descriptors: Gamification, Civil Engineering, Engineering Education, Computer Simulation
Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
Koh, Caroline – International Journal of Disability, Development and Education, 2022
This paper provides a qualitative meta-analysis of the literature on the use of serious games to assist learners with intellectual and developmental disabilities. It aims to identify the research trends and the possible directions for future research. The study begins with a preliminary online search and selection of a sample of articles to…
Descriptors: Educational Games, Students with Disabilities, Intellectual Disability, Learner Engagement
The Characterization and Evolution of Strategies about Vector Equations in the Game "Vector Unknown"
Mauntel, Matthew; Levine, Benjamin; Plaxco, David; Zandieh, Michelle – Digital Experiences in Mathematics Education, 2021
We present results of a grounded analysis of individual interviews in which students play Vector Unknown -- a digital game designed to introduce visualizing vectors, scaling vectors, vector addition, and vector equations, attending to the geometric and algebraic representations of vectors. The game was designed to be used at the beginning of a…
Descriptors: Mathematics Education, Mathematics Activities, Educational Games, Computer Games
Corredor, Javier; Sanchez-Mora, Johanna; Bustamante-Barreto, Andry – E-Learning and Digital Media, 2021
This article explores why certain types of conversations are effective to develop disciplinary knowledge during video game play while others are not. In particular, we analyze conversations among students playing an educational video game that focuses on the process of viral replication. To do so, we use an emergent qualitative coding strategy. In…
Descriptors: Video Games, Play, Educational Games, Microbiology
Rosenheck, Louisa; Cheng, Meng-Tzu; Lin, Chen-Yen; Klopfer, Eric – Educational Technology Research and Development, 2021
Games can be rich environments for learning and can elicit evidence of students' conceptual understanding and inquiry processes. Illuminating students' content-specific gameplay decisions, or methods of completing game tasks related to a certain domain, requires a context that is open-ended enough for students to make choices that demonstrate…
Descriptors: Game Based Learning, Decision Making, Learning Analytics, Genetics
Zuiker, Steven J.; Anderson, Kate T. – Research in Science Education, 2021
This study examines the design and enactment of a secondary physics unit on electromagnetism. The unit used an educational videogame to support peer dialogic engagement in a Singapore secondary school by engaging learners with qualitative physics phenomena. As an example of game-based learning, the unit includes activities and resources that…
Descriptors: Peer Relationship, Dialogs (Language), Learner Engagement, Secondary School Students

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