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Jeon, Min-Jae; Jeon, Hye-Seon; Yi, Chung-Hwi; Kwon, Oh-Yun; You, Sung-Hyun; Park, Joo-Hee – Research Quarterly for Exercise and Sport, 2021
Purpose: To compare the effectiveness of blocked and random practice schedules of balance training in dynamic balance abilities of older adults using Wii Fit balance game tasks. Method: Forty-one participants who were not receiving hospice care or living in a nursing home participated. Three Wii Fit balance tasks (tasks A, B, and C) were selected…
Descriptors: Video Games, Psychomotor Skills, Older Adults, Program Effectiveness
Boon or Bane? An Investigation of Player Perspective Taking in a Computational Thinking Digital Game
Xi Lu – ProQuest LLC, 2021
Computational thinking (CT) is an analytical thinking approach to solving daily problems by utilizing fundamental concepts of computer science. In the past decade, CT has been regarded as an essential life skill to be taught to everyone, especially young learners. One overarching and unresolved issue related to including CT into the K-12…
Descriptors: Play, Perspective Taking, Computation, Thinking Skills
Andrew M. Phelps; Christopher A. Egert; Mia Consalvo – International Journal of Designs for Learning, 2021
This article describes the educational, operational, and practical implementation of an upper-division undergraduate studio-style course centered on the subject of game production. Specifically, the article addresses the course organization and processes, the institutional context for the course (i.e., its situated role in the larger curriculum),…
Descriptors: Undergraduate Students, Video Games, Educational Games, Computer Software
Elif Ozturk – Journal of Education in Science, Environment and Health, 2025
This study examines the pedagogical, ethical, and political dimensions of artificial intelligence (AI) in early childhood STEM education from a theoretical perspective. As digital technologies become increasingly prevalent in education, AI applications offer significant opportunities in areas such as personalized learning experiences, game-based…
Descriptors: Early Childhood Education, STEM Education, Artificial Intelligence, Game Based Learning
Kevser Hava; Mete Akcaoglu – Journal of Teacher Education and Educators, 2025
In this quasi-experimental study, we examined the effect of a self-reflection activity on the utility value of pre-service teachers in teaching game design. A pretest-posttest design was used to determine any differences associated with the intervention. 129 pre-service teachers from different majors participated in the study. The participants…
Descriptors: Preservice Teachers, Teacher Attitudes, Reflection, Computer Games
Troy Meston; Susan Whatman; Debbie Bargallie – Sport, Education and Society, 2025
In 2011, the Australian national curriculum called for the inclusion of Indigenous histories, cultures and perspectives/knowledges, prompting Health and Physical Education (HPE) teachers in schools and academics within higher education have experimented with and reported upon different purposes and ways of teaching Indigenous Games. However,…
Descriptors: Health Education, Physical Education, Indigenous Knowledge, Culturally Relevant Education
Xiaobin He; Zhipeng Liu; Chang Wang – Best Evidence in Chinese Education, 2025
Drawing on personal and household data from the China Family Panel Studies (CFPS) 2020, the study aims to examine the relationship between internet-based entertainment and self-expectations in education in adolescents, as well as analyzing the moderating effects of various parenting styles on this relationship. Its research findings reveal that…
Descriptors: Parenting Styles, Internet, Expectation, Adolescents
Jennifer E. Corbett; Jaap Munneke – Cognitive Research: Principles and Implications, 2025
From video games to laparoscopic surgeries, differences in users' abilities to adapt to new control schemes can have significant, even deadly impacts on performance. Starting with the question of why some video game players invert the y-axis on their console controllers, this work aims to provide a foundation for future investigations of how…
Descriptors: Video Games, Adjustment (to Environment), Performance, Visual Aids
Josef Kunhart; Jan Bartoška – Journal on Efficiency and Responsibility in Education and Science, 2025
Hands-on experience is an essential part of project management education. We researched to determine whether our practical seminars organized as part of an undergraduate project management course provide the expected learning experience consistent with current project management practice. We organized two practical seminars for students in four…
Descriptors: Psychological Patterns, Administrator Education, Experiential Learning, Undergraduate Students
Inayet Dal Calisici; Nil Yildiz Duban – International Technology and Education Journal, 2025
The aim of this study is to investigate the effect of mind and intelligence games on critical thinking tendencies and decision-making skills of third grade primary school students. In this study, pretest-posttest control group model, one of the quasi-experimental designs within the scope of quantitative research methods, was used. The research was…
Descriptors: Educational Games, Intelligence, Critical Thinking, Decision Making Skills
Jinqi Ding; Yuxin Shi; Quanlei Yu; Suping Sun; Han Liu; Wanjun Zhou; Wenhui Zhao; Qingbai Zhao; Suo Jiang – Journal of Creative Behavior, 2025
With the increasing popularity of the Internet, there is significant interest among academics and the public in understanding the relationship between the Internet and individual development. However, the association between digital games use and creativity has been a topic of controversy, as highlighted in previous research. This study aimed to…
Descriptors: Collectivism, Individualism, Computer Games, Creativity
Covadonga Huidobro; Antonio Torralba-Burrial; Jose M. Montejo-Bernardo – Journal of Chemical Education, 2025
The study of basic chemical reactions can be challenging for teachers in training when addressed in a lecture-based and out of context manner, lacking real-world examples, practical applications, or connections to daily life. Primary Reactions Race is a board game designed to help students learn basic chemical reactions such as oxidation,…
Descriptors: Science Instruction, Chemistry, Scientific Concepts, Concept Formation
Wannatida Yonwilad; Prapaporn Nongharnpituk; Paweena Khansila; Kajornatthapol Pongwiritthon – Educational Process: International Journal, 2025
Background/purpose. This study aims to examine the effects of integrated board game development and cooperative learning on pre-service mathematics teachers' mathematical reasoning, conceptual understanding, creativity, and teamwork skills in Thailand. Materials/methods. Using a mixed-methods approach within the PAOR…
Descriptors: Educational Games, Cooperative Learning, Teamwork, Mathematical Concepts
Bin Hu; Kairong Li; Yingyi Zhang – SAGE Open, 2025
With the rapid development of information technology, telecommunication network fraud poses a serious threat to college students. Urgent action is needed to enhance their awareness of fraud prevention through effective educational methods. This study constructed a behavioral willingness model to use an anti-fraud educational game among university…
Descriptors: Deception, Telecommunications, College Students, Gamification
Sheng-Yi Wu; Yu-Sheng Su – Asia Pacific Education Review, 2025
Education on computational thinking skills has been a focus in many countries. Previous studies have investigated educational board games based on computational thinking skills. However, there is a lack of research on the cognitive behaviors and cognitive styles promoted by these educational board games. Therefore, in this study, educational board…
Descriptors: Outcomes of Education, Computation, Thinking Skills, Educational Games

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