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Sprenger, Marilee – ASCD, 2021
Your students may recognize the words determine, explain, and summarize in the above standard, but would they understand and be able to apply these concepts? Students encounter these and other academic vocabulary words throughout their school years, but too often, they don't have a firm grasp of these words' meanings or what skills they require.…
Descriptors: Vocabulary Development, Academic Language, Student Evaluation, Teaching Methods
Verzosa, Debbie Marie B.; De Las Peñas, Ma. Louise Antonette N.; Sarmiento, Jumela F.; Aberin, Maria Alva Q.; Tolentino, Mark Anthony C.; Loyola, Mark L. – International Association for Development of the Information Society, 2021
The problem of rote-based learning in mathematics is well documented. Mobile technology can provide a potential solution, especially when application (app) design is based on sound pedagogical principles and gamification elements. However, an inventory of available mobile apps for mathematics reveals that many of the available apps are guided by a…
Descriptors: Electronic Learning, Handheld Devices, Thinking Skills, Elementary School Mathematics
Donaldson, Jeanne M.; Lozy, Erica D.; Galjour, Mallorie – Journal of Behavioral Education, 2021
Disruptive classroom behavior produces a host of problems for students and teachers. The Good Behavior Game (GBG) is an effective procedure to reduce disruptive behavior. In this study, experimenters conducted the GBG in two preschool classes and demonstrated its effectiveness using a reversal design. Subsequently, experimenters systematically…
Descriptors: Student Behavior, Behavior Modification, Educational Games, Preschool Children
Ana Lívia Agostinho; Gabriel Antunes de Araujo – Language Documentation & Conservation, 2021
We present a description and an analysis of three related language games in Africa's Gulf of Guinea: Fa d'Ambô's Fa do Vesu, Lung'Ie's Faa di Vesu, and São Tomé and Príncipe Portuguese's P-language. We show how these language games can be used to investigate the linguistic features of their main languages and as learning resources for second…
Descriptors: Second Language Instruction, Educational Games, Language Acquisition, Phonology
Coleen Briggs – ProQuest LLC, 2021
The popularity of gaming has grown exponentially over the past twenty years, spanning the mediums of video games, simulations, role-playing games, and board games. Previous research into game-based learning and skill development has highlighted the neurological, mental, physical, and emotional benefits of gaming (Bediou et al., 2018; Chohan et…
Descriptors: Gamification, Leadership Training, Industrial Training, Nonprofit Organizations
Joseph W. Rotondo – ProQuest LLC, 2021
In the education system, many educators find it difficult to differentiate the lessons for their students as they lack the strategies to do so. The purpose of this study is to determine if a correlation exists between video game genres and learning style preferences. The framework that this study uses is the cognitive behavioral theoretical…
Descriptors: Educational Technology, Video Games, Cognitive Style, Preferences
Olivia Mambo Nche – ProQuest LLC, 2021
This research seeks to introduce concepts for programming, a key element of computing, to K-12 students. A central goal is to better understand the benefits of concept-integrated game mechanics in teaching basic programming concepts. The context of this research is also one of broadening participation. Thus the studies have been conducted in…
Descriptors: Programming, Video Games, Integrated Activities, Computer Science Education
Eren Bilen – ProQuest LLC, 2021
This dissertation consists of three essays that focus on tournaments, incentives, and performance. The first essay presents evidence of cheating that took place in online examinations during COVID-19 lockdowns and proposes two solutions with and without a camera for the cheating problem based on the experience accumulated by online chess…
Descriptors: Incentives, Performance, Competition, Games
O'Roark, Brian; Grant, William – Journal of Economic Education, 2018
The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…
Descriptors: Game Theory, Teaching Methods, Cartoons, Picture Books
Kao, Dominic; Harrell, D. Fox – AERA Online Paper Repository, 2017
The results of over twenty-five years of research seem clear: the addition of seductive visual details in video games hinders performance of learners (Garner, Gillingham, & White, 1989; Thalheimer, 2004; Rey, 2012). Yet, countless other research results propose the opposite: that visual embellishments and well-designed ambiguity instead…
Descriptors: Video Games, Educational Games, Computer Games, Visual Stimuli
Zabala-Vargas, Sergio Andres; García-Mora, Lewis; Arciniegas-Hernández, Edgar; Reina-Medrano, Jerson; de Benito-Crosetti, Bárbara; Darder-Mésquida, Antonia – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The development of mathematical skills for future engineers is essential. Game-based learning (GBL) and gamification have been widely used in elementary education, but less applied in higher education. The objective of this article was to evaluate the effect of didactic strategies mediated by games in the teaching of mathematics in first-year…
Descriptors: Didacticism, Game Based Learning, Mathematics Instruction, College Freshmen
Cahyani, Dhiea Regita; Kurniasih, Dedeh; Fadhilah, Raudhatul – Journal of Education and Learning (EduLearn), 2022
This research aimed to developed an evaluation instrument based on Kahoot! valid, practical, and reliable in evaluating student learning. This research is a model of development that use Borg and Gall. There were seven stages performed, starting with research and data collection, planning, product design development, initial field trials, review…
Descriptors: Chemistry, Scientific Concepts, Measurement Equipment, Secondary School Science
Spates, Stephen A. – Communication Teacher, 2022
Organizational communication has concepts and processes that can be difficult to absorb. Using gamification as a pedagogical strategy, a semester-long project is developed to help students learn through application. The Bear Cave is a class-wide competition where students create an organization and seek a fictional investment of $1,000,000. In…
Descriptors: Organizational Communication, Game Based Learning, Competition, Cooperative Learning
Dewi, Rahma; Verawati, Indah – International Journal of Education in Mathematics, Science and Technology, 2022
This study aims to improve fundamental motor skill skills by using manipulative games. The method used in this study was experimental using a one-group pretest-posttest design. The research was conducted by applying manipulative games in physical education learning. To measure and find out the results of the data obtained by researchers using the…
Descriptors: Psychomotor Skills, Physical Education, Elementary School Students, Motor Development
Yildirim, Ezgi Güven; Önder, Ayse Nesibe; Tasdelen, Özlem; Özel, Çigdem Alev – International Journal of Curriculum and Instruction, 2022
Since the concept of sustainability is linked to the problems of daily life, educational games are an important tool to teach this concept and to reveal perceptions about this concept. This study aims to determine science teachers' views on the concept of sustainable development through educational games. This study is a phenomenological study.…
Descriptors: Teacher Attitudes, Science Teachers, Sustainable Development, Educational Games

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