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Yesilyurt, Ferahim – International Education Studies, 2020
Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters,…
Descriptors: Computer Games, Mental Health, Addictive Behavior, Academic Achievement
Chuang, Ming-Ling – Management Teaching Review, 2020
Supply chain management (SCM) is a complex business discipline because it combines the concepts of forecasting, inventory management, logistics and distribution, vertical and horizontal integration, and global issues. This complexity creates a challenge when teaching the concepts to both undergraduate and graduate students. A web-based computer…
Descriptors: Supply and Demand, Computer Simulation, Web Based Instruction, Educational Games
Mørch, Anders I. – International Journal of Information and Learning Technology, 2020
Purpose: The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap. Design/methodology/approach: A qualitative study combining design-based research (DBR) and a…
Descriptors: Models, Computer Simulation, Technology Uses in Education, Computer Games
Stollhans, Sascha – Research-publishing.net, 2020
Escape games are an increasingly popular leisure activity involving a group of players completing tasks to achieve a pre-defined goal, which is usually escaping from a room. In this chapter, I briefly outline the educational potential of escape game activities in language classes within the frameworks of gamification, pervasive learning, and…
Descriptors: Game Based Learning, Educational Games, Transfer of Training, Grammar
Deborah K. Reed; Emily Martin; Eliot Hazeltine; Bob McMurray – Journal of Special Education Technology, 2020
To inform the development of gamified assessments, this study explored how students with or at risk for reading difficulties in Grades 6-8 (N = 202) perceived and interacted with a decoding assessment designed with gamification characteristics. Three data sources enhanced the methodological triangulation: observations and scores from testing,…
Descriptors: Student Attitudes, Game Based Learning, Reading Tests, Reading Difficulties
Nathan D. Haines – Update: Applications of Research in Music Education, 2024
The purpose of this study was to investigate ensemble members' perceptions of their studio orchestra experiences. Survey data were collected from participants (N = 50) enrolled in a studio orchestra at a major collegiate institution in the Southeastern United States. A studio orchestra is a group of musicians who collaborate, compose, arrange,…
Descriptors: Musicians, Music Facilities, Popular Culture, Music
Chen Li; Yue Jiang; Peter H. F. Ng; Yixin Dai; Francis Cheung; Henry C. B. Chan; Ping Li – IEEE Transactions on Learning Technologies, 2024
Computer-supported collaborative learning aims to use information technologies to support collaborative knowledge construction by practicing the relevant pedagogical approaches, especially in the distance learning setting. The enabling technologies are fast advancing, and the need for solutions during the COVID-19 global pandemic led to the…
Descriptors: Computer Simulation, Computer Assisted Instruction, Cooperative Learning, Technology Uses in Education
Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
Brad Jones; Narelle Eather; Andrew Miller; Philip J. Morgan – Physical Education and Sport Pedagogy, 2024
Background: There is a growing body of evidence showing the benefits to coaches and players in adopting a game-based pedagogical approach. Whilst the evidence in support of a game-based pedagogy continues to rise it is acknowledged that the complex art form of coaching is a uniquely personal one, where the coach may draw on previous first-hand…
Descriptors: Professional Development, Team Sports, Athletic Coaches, Randomized Controlled Trials
Tiffany Yanyi Lee; Lit Wee Sim; Mohamed Syukri Bin Mohamed Anwar; Pierina Cheung; Kerry Lee; Daniel Ansari; Gianluca Esposito; Anne Rifkin-Graboi – European Journal of Psychology of Education, 2024
Mastery motivation predicts achievement, but intricacies amongst preschoolers are unclear. In keeping with the Specificity Principle, school-age, and adolescent research demonstrates the importance of considering the "setting conditions" in which mastery motivation is observed. Here, Singaporean 4-year-olds' (N = 63)…
Descriptors: Preschool Children, Student Motivation, Numeracy, Mathematics Activities
Emma Hübinette; Stina Udén; Gustav Nilsson; Elinor Schad – European Journal of Psychology and Educational Research, 2024
The PAX Good Behavior Game (PAX-GBG) is a school-based intervention shown to enhance student self-regulation, encourage prosocial behavior, and curb challenging behaviors. However, little is understood about students' perspectives on the intervention. In this study, we conducted a survey and semi-structured interviews with 3rd-grade students in…
Descriptors: Foreign Countries, Grade 3, Elementary School Students, Student Attitudes
Jiahong Su; Kai Guo; Xinyu Chen; Samuel Kai Wah Chu – Interactive Learning Environments, 2024
The teaching of artificial intelligence (AI) has increasingly become a topic of investigation among educational researchers. Studies of AI education have predominantly focused on the university level; less attention has been paid to teaching AI in K-12 classrooms. This study synthesised empirical studies on K-12 AI education, with the aims of…
Descriptors: Artificial Intelligence, Computer Science Education, Elementary Secondary Education, Teaching Methods
Gabriele Bertozzi; Claudia Paciarotti; Massimiliano M. Schiraldi – European Journal of Engineering Education, 2024
Serious games are instructional tools that harmonise different pedagogical approaches and pursue specific behavioural and learning outcomes. Characterised by flexibility and complexity, serious games can draw from a vast number of elements and game mechanics. We argue that such adaptability requires specific pedagogical competencies from designers…
Descriptors: Engineering Education, Educational Games, Design, Student Motivation
Zhihui Zhang; Xiaomeng Huang – Education and Information Technologies, 2024
Blended learning combines online and traditional classroom instruction, aiming to optimize educational outcomes. Despite its potential, student engagement with online components remains a significant challenge. Gamification has emerged as a popular solution to bolster engagement, though its effectiveness is contested, with research yielding mixed…
Descriptors: Educational Games, Blended Learning, Learning Motivation, Language Proficiency
Péter Rácz; Ágnes Lukács – Cognitive Science, 2024
People learn language variation through exposure to linguistic interactions. The way we take part in these interactions is shaped by our lexical representations, the mechanisms of language processing, and the social context. Existing work has looked at how we learn and store variation in the ambient language. How this is mediated by the social…
Descriptors: Foreign Countries, Native Speakers, Hungarian, Language Processing

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