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Merve Kasim; Yasemin Deringöl – Education and Information Technologies, 2025
The aim of this study is to investigate the impact of technology-supported mathematical modeling method on the mathematical skills of a fourth-grade student with Mathematical Learning Disabilities. The study group consists of a fourth-grade student. It was discovered that the student lacked numerical and logical skills compared to other students.…
Descriptors: Educational Technology, Technology Uses in Education, Grade 4, Mathematics Instruction
Saeed Khazaie; Saman Ebadi – Computer Assisted Language Learning, 2025
This quasi-experimental study explored the feasibility of the augmented reality game-supported flipped classrooms for English for Medical Purposes reading among 464 students from the Isfahan University of Medical Sciences in two phases. In the quantitative phase, the participants watched the pre-recorded lectures on English for Medical Purposes…
Descriptors: Flipped Classroom, Computer Simulation, Reading Comprehension, English for Special Purposes
Hee Jin Bang; Eric Setoguchi – Age of Learning, Inc., 2025
This report focuses on the 2023-2024 implementation of "My Math Academy" at Epic Charter Schools in Oklahoma. "My Math Academy" was first used with a small pilot group of students and educators at the charter school network in school year 2022-2023, and based on the initial positive results, the implementation of the program…
Descriptors: Mathematics Education, Mathematics Achievement, Charter Schools, Program Effectiveness
Elena Carrión Candel; Cristina de-la-Peña; Beatriz Chaves-Yuste – Turkish Online Journal of Distance Education, 2025
The use of gamified digital tools has become a key and dynamic component in the work of educators, playing a crucial role in shaping various educational tasks. These tools offer a more playful, effective, and interactive learning experience aimed at increasing student motivation and providing immediate feedback. Based on these principles, this…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Educational Games
Tianqi Huang; Zhenan Feng; Daniel Paes; Fei Ying; Xilei Zhao; Max Kinateder; E. R. Langer; Ruggiero Lovreglio – Journal of Computer Assisted Learning, 2025
Background: Wildfires have become increasingly frequent and destructive, highlighting the need for more effective public education on safety and preparedness. Gamification, the use of game design elements in non-game contexts, offers a promising strategy to enhance learner engagement and educational effectiveness compared to traditional methods.…
Descriptors: Natural Disasters, Fire Protection, Safety Education, Gamification
Serap Cavkaytar; Gizem Yildiz – Support for Learning, 2025
The aim of this research is to determine the functional reading teaching experiences of special education teacher candidates studying in the final year of the faculty of education special education teaching program. Teacher candidates' functional reading teaching experiences, the difficulties they experienced in functional reading teaching, and…
Descriptors: Reading Instruction, Special Education, Preservice Teachers, Special Education Teachers
Ruta Pirta-Dreimane; Agne Brilingaite; Evita Roponena; Karen Parish; Janis Grabis; Ricardo Gregorio Lugo; Martinš Bonders – Technology, Knowledge and Learning, 2025
Incorporating gamification elements and innovative approaches in training programs are promising for addressing cybersecurity knowledge gaps. Cybersecurity education should combine hard and soft skill development when building the capacity to manage cyber incidents requiring timely communication, team collaboration, and self-efficacy in risk…
Descriptors: Computer Security, Computer Science Education, Educational Games, Gamification
Sophie Mayen; Anne Reinhardt; Claudia Wilhelm – Journal of Children and Media, 2025
The debate about the impact of digital media use on youths' well-being is polarized. We provide a comprehensive examination of the relationship between digital media use and adolescents' affective well-being, investigating both within-person and between-person associations. We also examined how age and gender moderate these relationships,…
Descriptors: Foreign Countries, Well Being, Adolescents, Developmental Stages
Aderonke A. Oni; David Ajayi; Oluwarotimi A. Randle – Educational Process: International Journal, 2025
Background/purpose: Although the adoption of mobile games among African students has increased significantly, the factors that influence this adoption have not been fully explored. The goal is to understand mobile gaming adoption in Africa by examining both psychological and external factors. Materials/methods: This study explored the key factors…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Video Games
Kim, Young Rae; Park, Mi Sun – Journal of Education and Training Studies, 2018
A virtual world was created using the popular sandbox game Minecraft to support the development of preservice teachers' knowledge for teaching mathematics. Preservice teachers explored the virtual world for a geometry activity involving area and volume problems. They then discussed how this integration of technology could support students'…
Descriptors: Mathematics Instruction, Preservice Teachers, Video Games, Computer Games
Xiaoyun Shangguan; Jianfen Wu; Yunpeng Wu; Chen Chen – Early Education and Development, 2024
"Research Findings:" Sustained attention is a fundamental cognitive function for young children's development. We investigated the effects of school-based audiovisual game training with parental involvement on sustained attention (SA) in 5-6-year-old Chinese children. Totally 75 children and their parents participated and were assigned…
Descriptors: Foreign Countries, Rural Schools, Training, Parent Participation
Furkan Yucel; Hasret Sultan Unal; Elif Surer; Nejan Huvaj – IEEE Transactions on Learning Technologies, 2024
Laboratory experience is an integral part of the undergraduate curriculum in most engineering courses. When physical learning is not feasible, and when the demand cannot be met through actual hands-on laboratory sessions, as has been during the COVID-19 pandemic, virtual laboratory courses can be considered as an alternative education medium. This…
Descriptors: Electronic Learning, Engineering Education, COVID-19, Pandemics
Ratna Zuarni Ramli; Noraidah Sahari Ashaari; Siti Fadzilah Mat Noor; Mahanem Mat Noor; Elaheh Yadegaridehkordi; Nazatul Aini Abd Majid; Hadi Affendy Dahlan; Amelia Natasya Abdul Wahab – Education and Information Technologies, 2024
Learning Science, Technology, Engineering, and Mathematics (STEM) subjects in an online medium can be difficult and tedious. Lengthy facts with technical terms, complex images, and explanations are among the reasons that make STEM subjects less desirable among the current generation and degrade the students' learning experience. Students can be…
Descriptors: STEM Education, Online Courses, Educational Technology, Student Interests
Yinka Olusoga; Catherine Bannister; Julia C. Bishop – Global Studies of Childhood, 2024
During crisis times, what children are playing and what grown-ups think their games signify can become a focus of adult anxiety. The Play Observatory, a COVID-19 research project, drew on folklore studies and cultural histories of childhood to collect, document and understand what children were playing and doing during extraordinary times, in ways…
Descriptors: Foreign Countries, COVID-19, Pandemics, Play
Paul R. Malinowski; Ben D. Kern; Tristan Wallhead – Journal of Teaching in Physical Education, 2024
Purpose: To examine the contextual and personal factors that influence teachers' reported adoption of one or more instructional models (IMs). Methods: Participants (n = 25) were interviewed that reported adopting Sport Education; Teaching Games for Understanding; Teaching Personal and Social Responsibility; and/or Sports, Play, and Active…
Descriptors: Context Effect, Teaching Methods, Teacher Characteristics, Physical Education

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