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Agbo, Friday Joseph; Olaleye, Sunday Adewale; Bower, Matt; Oyelere, Solomon Sunday – Smart Learning Environments, 2023
Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environments to facilitate students' learning experiences. Mainly, the effect of IVR on learning outcomes has been the focus. However, far too little attention has been paid to the influence of game elements and IVR features on learners' perceived…
Descriptors: Student Attitudes, Technology Uses in Education, Cognitive Processes, Teaching Methods
Meyers, Lauren M.; Ripple, Hailey; Bates-Brantley, Kayla; Bobak, Harry; VanderWoude, Tashina; Gadke, Daniel L. – Psychology in the Schools, 2023
Educational institutions are constantly aiming to better meet the academic needs of individuals with disabilities. As more students with disabilities attend postsecondary education settings researchers need to better understand how to apply both academic and behavioral interventions to better serve this population. Group contingencies are widely…
Descriptors: Intellectual Disability, Students with Disabilities, Educational Games, College Students
Gavigan, Nathan; Belton, Sarahjane; Meegan, Sarah; Issartel, Johann – Physical Education and Sport Pedagogy, 2023
Background: Many Irish children are failing to meet the recommended guidelines for physical activity. Research shows that children are failing to develop the necessary physical literacy skills to reverse this trend. Early childhood has been identified as a critical period to intervene, with the school environment identified as a key environment to…
Descriptors: Foreign Countries, Physical Activity Level, Intervention, Elementary School Students
Tan, Jun Wen; Chong, Darren Kai Siang; Ng, Kian Bee; Car, Lorainne Tudor; Mogali, Sreenivasulu Reddy – Anatomical Sciences Education, 2023
Serious games may resolve problems relating to low motivation in complex medical topics such as anatomy. However, they remain relatively novel introductions to the science of learning, and further research is required to ascertain their benefits. This study describes the overall development and testing of a digital serious boardgame designed to…
Descriptors: Educational Games, Electronic Learning, Anatomy, Self Determination
Prasetiawan, Hardi; Barida, Muya; Handaka, Irvan Budhi; Widyastuti, Dian Ari; Agungbudiprabowo; Wahyudi, Amien; Muyana, Siti; Saputra, Wahyu Nanda Eka – Pegem Journal of Education and Instruction, 2023
The purpose of this study is to mengetahui keberterimaan produk yang berupa Creative Cognitive Behavior Group Counseling dalam mereduksi kecanduan game online. Penelitian ini menggunakan pola penelitian dan pengembangan Born & Galls yang terdiri dari tahap studi pendahuluan, tahap pengembangan produk, dan tahap evaluasi. The participants of…
Descriptors: Addictive Behavior, Counseling Techniques, Behavior Modification, Group Counseling
Lu, Linxi; Vasilyeva, Marina; Laski, Elida V. – Developmental Psychology, 2023
Given the established role of parental talk in the growth of math knowledge in preschoolers, there has been an increasing focus on identifying ways to promote parental math talk at this stage of child development. The current study investigated how parental math talk is affected by features of play materials and contexts. The features were…
Descriptors: Play, Mathematics Instruction, Parent Child Relationship, Child Development
Pinto, Alon; Cooper, Jason – ZDM: Mathematics Education, 2023
Tertiary mathematics has a central place in teacher education, yet in recent years there is growing evidence that realizing its potential affordances in secondary mathematics teaching is far from trivial. Research suggests that utilizing tertiary mathematics in secondary teaching requires interweaving it with knowledge for teaching secondary…
Descriptors: Mathematics Instruction, Higher Education, Probability, Teacher Education Programs
Verwimp, Cara; Snellings, Patrick; Wiers, Reinout W.; Tijms, Jurgen – Journal of Computer Assisted Learning, 2023
Background: Learning which letters correspond to which speech sounds is fundamental for learning to read. Based on previous experimental studies, we developed a serious game aiming to boost letter-speech sound (L-SS) correspondences in a motivational game environment. Objectives: The goal of this study was to determine the efficacy of this game in…
Descriptors: Phoneme Grapheme Correspondence, Reading Instruction, Game Based Learning, Program Effectiveness
Lin, Naomi T.; Molgaard, Monica; Wishard Guerra, Alison; Cohen, Shana – Journal of Early Childhood Research, 2023
The home is an important setting for young children's learning and development. We examined home literacy practices and technology usage among families with children ages 5-6 years old (N = 47) before as compared to during COVID-19 with bivariate analyses. Variations by household income were also investigated. Parents completed surveys on home…
Descriptors: Young Children, Literacy, Technology, COVID-19
Janyarat, Sirirat – Shanlax International Journal of Education, 2023
The objectives of this research were (1) to study the satisfaction of higher education students towards learning management by using Educational Boardgame in personality development course, (2) to compare the learning achievement of the students both the experimental group and the control group in before and after the learning management period by…
Descriptors: Foreign Countries, College Students, Student Satisfaction, Program Effectiveness
Ahmad, Faizan; Zongwei, Luo; Ahmed, Zeeshan; Muneeb, Sara – Interactive Learning Environments, 2023
An insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the…
Descriptors: Children, Young Adults, Older Adults, Experience
Ezezika, Obidimma; Fusaro, Maria; Rebello, James; Aslemand, Asal – Journal of Biological Education, 2023
We developed an analog board game, "BioRacer" to further student learning in the field of public health biology and assessed its impact on learning by conducting a mixed method study. The purpose was to ascertain whether and how gaming could be a valuable learning experience for students in a lower year level undergraduate course in…
Descriptors: Biology, Science Education, Public Health, Educational Games
Chu, Kuo-Ming – Psychology in the Schools, 2023
As a novel type of mobile game, addictive behavior has attracted the attention of researchers due to its possible negative impacts on several forms of psychological problems. In this research, we tested the relationship between academic performance, mobile game addiction (MGA), and mobile self-efficacy among undergraduates in Taiwan. An academic…
Descriptors: College Students, Handheld Devices, Computer Games, Addictive Behavior
Ribner, Andrew; Silver, Alex M.; Elliott, Leanne; Libertus, Melissa E. – Child Development, 2023
We explore whether training parents' math skills or playing number games improves children's mathematical skills. Participants were 162 parent-child dyads; 88.3% were white and children (79 female) were 4 years (M = 46.88 months). Dyads were assigned to a number game, shape game, parent-only approximate number system training, parent-only general…
Descriptors: Parent Education, Mathematics Skills, Numbers, Games
Chen, Xufeng – Education and Information Technologies, 2023
The educational process increasingly shifts towards the use of digital technologies every year. The change refers to all forms of education, namely primary, secondary, and higher. Hence, the possibility of interaction between higher and primary schools in the new conditions is of interest nowadays. The research paper aimed to assess the effect of…
Descriptors: Technology Uses in Education, Creative Thinking, Elementary School Students, Preservice Teachers

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