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 |
Russo, Toby; Russo, James – Australian Primary Mathematics Classroom, 2022
This article provides a task that can be used effectively for exploring arrays in middle and upper primary schools, and the notion of prime and composite numbers in particular. As students are engaging in these activities, teachers can encourage them to record their arrays both diagrammatically and as number sentences.
Descriptors: Mathematics Activities, Multiplication, Visual Aids, Middle School Students
Skjelbred, Siv-Elisabeth; Daus, Stephan – Journal of Computer Assisted Learning, 2022
Background: The development and promotion of educational games are still outpacing knowledge of these games' effects, raising calls for evidence of benefits and challenges. Studies suggest that students and teachers like games, but the payoff of the investment in terms of increased motivation and achievement remains unclear. Objectives: This study…
Descriptors: Marketing, Simulation, Game Based Learning, Student Motivation
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Rozinaj, Gregor; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2022
Contributions: This article presents a large-scale study which investigates students' reaction to game-based learning as part of programming courses. The study focuses on knowledge acquisition, learner experience, and game usability. Background: Despite the rapid growth of the information and communication technologies (ICTs) sector, the lack of…
Descriptors: Game Based Learning, Student Experience, Knowledge Level, College Students
Liu, Zhichun; Jeong, Allan C. – Educational Technology Research and Development, 2022
Prior studies on game-based learning provide limited and mixed results in the transfer of skills learned during game play to contexts outside of the game. This study tested the effects of playing a blocked-based programming educational game implemented with in-game cognitive supports on students' ability to learn and apply computational thinking…
Descriptors: Thinking Skills, Computation, Game Based Learning, Educational Games
Zammit, Jacqueline – Asian-Pacific Journal of Second and Foreign Language Education, 2022
The EULALIA (Enhancing University Language courses with an App powered by game-based learning and tangible user interface activities) project aimed to enhance the learning methodologies of four university language courses for Erasmus students in Italy, Malta, Poland and Spain by developing innovative and effective learning tools based on mobile…
Descriptors: Handheld Devices, Game Based Learning, Semitic Languages, Foreign Countries
Dai, Chih-Pu; Ke, Fengfeng; Pan, Yanjun – Educational Technology Research and Development, 2022
Narrative as a game design feature constantly yields mixed results for learning in the literature. The purpose of this exploratory mixed-methods case study was to examine design heuristics and implications governing the role of narratives in a digital game-based learning (DGBL) environment for math problem solving. We collected data via…
Descriptors: Problem Solving, Word Problems (Mathematics), Video Games, Game Based Learning
Martinez, Léa; Gimenes, Manuel; Lambert, Eric – Journal of Educational Computing Research, 2022
Entertainment video games are very popular among young audiences. Nevertheless, despite their potential to improve cognitive functioning, they are still studied rarely as a tool for digital game-based learning. To better understand video gaming practices' value in the classroom, this article provides a systematic review of literature on the effect…
Descriptors: Video Games, Game Based Learning, Literature Reviews, Second Language Learning
Ibrahim, Karim – Foreign Language Annals, 2022
The L2 learning potentials of massive multiplayer online games (MMOGs) have been established in various studies; however, the fine-grained dynamics of digital game-based L2 learning are yet to be uncovered. A potential cause of this limitation is a limited understanding of the interconnected, situated, and dynamic nature of digital gaming as a…
Descriptors: Computer Games, Second Language Learning, Game Based Learning, Technology Uses in Education
Butz, Jennifer V. – ProQuest LLC, 2022
The purpose of this mixed-methods study was to examine the beliefs of physical education teachers regarding the value of exergames and the association between exergames and physical literacy. This study employed a sequential two-phase data collection process. The first phase of this study collected quantitative data through an online survey…
Descriptors: Physical Education Teachers, Teacher Attitudes, Physical Activities, Game Based Learning
Guanzheng Chen; Yuying Fan – International Journal of Distance Education Technologies, 2025
Language delay impacts children's social development. Game-based teaching has shown promise in enhancing language skills, however, the effectiveness of digital game-based teaching for children with language delay remains underexplored. This study, focusing on Chinese kindergarten students, investigated the impact of digital game-based teaching…
Descriptors: Computer Games, Game Based Learning, Language Acquisition, Developmental Delays
Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
Counting-Focused Intervention Effects for Students with Mathematics Difficulty: A Research Synthesis
Syeda Sharjina Akther; Sarah R. Powell; Danielle O. Lariviere – Learning Disabilities Research & Practice, 2025
Counting is foundational to success with mathematics. In this synthesis, we analyzed 17 studies about counting-focused interventions for preschool and kindergarten students with mathematics difficulty or at-risk of mathematics difficulty. All interventions addressed several components of counting, including stable order, one-to-one correspondence,…
Descriptors: Computation, Mathematics Skills, Learning Problems, Mathematical Concepts
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Rasoul Bakhtiari; Farhad Seraji; Mohammadreza Farrokhnia; Zahra Habibzadeh; Omid Noroozi – Educational Technology Research and Development, 2025
This systematic review, utilizing the PRISMA framework, analyzes 248 international and 143 Iranian articles to provide an overview of studies on games in education. It examines five key themes: common terminology, methodology, type of study, variables studied, and technologies used, presenting findings in the same order of priority.…
Descriptors: Foreign Countries, International Education, Game Based Learning, Comparative Education
Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation

Peer reviewed
Direct link
