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Russo, James; Russo, Toby; Bragg, Leicha A. – Mathematics Education Research Group of Australasia, 2021
Research examining teachers' decision making is abundant for pedagogical activities, yet a neglected area is the study of factors influencing teachers when selecting mathematical games. This article sheds light on the factors considered when teachers' select a specific game to use in their primary mathematics classroom. Data from 248 Australian…
Descriptors: Educational Games, Game Based Learning, Decision Making, Selection Criteria
Raulston, Tracy J.; Bhana, Naima; McIntyre, Laura Lee; Ousley, Ciara – Journal of Autism and Developmental Disorders, 2021
Joint engagement involves a child coordinating their attention between a person and a shared event. Children with autism present with impaired joint engagement. Playdates are a common way that children socially engage yet have been largely overlooked in the social skills literature. Requesting skills have been conceptualized as pivotal, producing…
Descriptors: Children, Autism, Pervasive Developmental Disorders, Play
Harriger, Alka; Harriger, Bradley; Flynn, Susan – Technology and Engineering Teacher, 2021
Now in its sixth year of implementation, the TECHFIT approach involves having individuals and teams of middle school teachers successfully complete a week-long, professional development (PD) workshop through which they acquire the essential skills that contribute to the task of innovating an exergame. An exergame is a technology-supported fitness…
Descriptors: Middle School Teachers, Faculty Development, Programming, Educational Games
Jensen, Marc – Montessori Life: A Publication of the American Montessori Society, 2021
Many people are unduly intimidated by the thought of teaching probability. At its most basic level, probability revolves around being able to predict whether a future event is certain, possible, or impossible. These basic concepts grow and develop into a more mathematical understanding of likelihood as children learn to quantify that…
Descriptors: Prediction, Probability, Mathematics Education, Educational Games
Lameras, Petros; Arnab, Sylvester; de Freitas, Sara; Petridis, Panagiotis; Dunwell, Ian – Smart Learning Environments, 2021
This study employed a phenomenographic approach to investigate science teachers' conceptions of inquiry-based learning through a serious game. Simaula is a prototype game designed and used as a virtual practicum for eliciting understandings on how in-game inquiry was appeared to, or experienced by, the participating teachers. Group interviews with…
Descriptors: Science Teachers, Teaching Experience, Active Learning, Inquiry
Dockterman, David; Petscher, Yaacov; McAfee, Alison; Klopfer, Eric; Osterweil, Scot; Diefenthaler, Cody – Practical Assessment, Research & Evaluation, 2021
To inform instruction, screening and diagnostic assessments must collect accurate data about the current state of the learner. Unfortunately, students may find assessments unengaging, intimidating, or irrelevant, undermining the quality of their effort and the quality of the data. The application of gaming to assessments may provide a way to boost…
Descriptors: Game Based Learning, Educational Diagnosis, Diagnostic Tests, Educational Assessment
Lloyd, Zhané – American Journal of Play, 2021
The author discusses the impact of Black Twitter, a section of Twitter dominated by members of the African diaspora, on marginalized communities when it offers alternatives to the rules and expectations of mainstream social media, especially in relation to such online games as UNO. She touts the value of what she calls the "petty" for…
Descriptors: Games, Social Media, Psychological Patterns, African Americans
Adams, Aubrie; Toh, Weimin – Electronic Journal of e-Learning, 2021
Although serious games are generally praised by scholars for their potential to enhance teaching and e-learning practices, more empirical evidence is needed to support these accolades. Existing research in this area tends to show that gamified teaching experiences do contribute to significant effects to improve student cognitive, motivational, and…
Descriptors: Psychological Patterns, Video Games, Video Technology, College Students
Yilmaz Ince, Ebru – International Journal of Technology in Teaching and Learning, 2021
This survey study examines students' perceptions on learning programming with CodinGame. Participants included 71 students at Department of Computer Programming Isparta University of Applied Sciences in Turkey. Both quantitative and qualitative research methods were used. In order to collect quantitative data, the questionnaire method was used,…
Descriptors: Student Attitudes, Programming, Game Based Learning, College Students
Kale, Mustafa; Araptarli, Hasan Cem – Early Child Development and Care, 2021
This article examines the processes of participation of children living in the Bajau Laut sea gypsies community in daily life activities. The subject of the study, the Bajau Laut, is one of the last sea nomadic communities. This research is planned as a case study which is one of the qualitative research methods. The data of this research were…
Descriptors: Foreign Countries, Migrant Children, Minority Groups, Children
Wan, Yingjia; Zhu, Liqi – Developmental Psychology, 2021
Rhythmic activities such as joint music-making and synchronous moving are known to produce prosocial effects in both adults and children, but the underlying mechanism remains unclear. One possible mechanism is that the time-locked, fine-grained coordination characteristic of rhythmic activities plays a key role in producing powerful prosocial…
Descriptors: Preschool Children, Prosocial Behavior, Music Activities, Kindergarten
Ball, Sarah; Leach, Brandi; Bousfield, Jennifer; Smith, Pamina; Marjanovic, Sonja – RAND Europe, 2021
There is growing interest in the use of approaches to public engagement with research that use the arts to facilitate engagement. However, there is a lack of systematic and consolidated learning about how arts-based approaches work in practice and about their effectiveness. To help respond to this gap in the knowledge base, The Healthcare…
Descriptors: Citizen Participation, Visual Arts, Theater Arts, Games
Hermann Härtel – European Journal of Physics Education, 2021
The traditional treatment of the electric circuit in textbooks can be criticized in at least three respects: A) Knowledge of the global aspects of the electric circuit as a system is essential for a deeper understanding. However, this is not sufficiently emphasized. B) The presentation of the term "potential difference" or…
Descriptors: Energy, Class Activities, Science Instruction, Scientific Concepts
Byun, JaeHwan; Joung, Eunmi – School Science and Mathematics, 2018
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
Descriptors: Video Games, Computer Games, Educational Games, Elementary Secondary Education
Bartolucci, Marco; Mattioli, Francesco; Batini, Federico – International Journal of Game-Based Learning, 2019
In recent years, the authors have witnessed the rebirth of board games. This contribution aims to investigate the educational potential of non-random board games in two ways: the comparison of performances of "expert adult players" and "adult non-players" through a correlation study (n=45) and the comparison between the results…
Descriptors: Games, Expertise, Adults, Children

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