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Monticha Uraipong; Dech-siri Nopas; Chatchawoot Pojsompong – Journal of Education and Learning, 2025
This qualitative study examines how primary school students experience physical education (PE) across government, private, and local authority schools in Thailand, and how these experiences influence their evolving attitudes toward sports. Using a multiple-case study design, data were collected through semi-structured interviews with 54 students…
Descriptors: Elementary School Students, Physical Education, Public Schools, Private Schools
Nicholas A. Bowman; Lauren N. Irwin; Shinji Katsumoto; Nicole F. Tennessen; Ralitsa Todorova – Innovative Higher Education, 2025
College students' well-being and mental health have been substantial concerns since before the COVID-19 pandemic, and these issues have only become more pronounced in recent years. In the context of notable gender disparities in these outcomes, it is surprising that few studies to date have examined gendered patterns in how college students'…
Descriptors: Undergraduate Students, Time Management, Gender Differences, Student Attitudes
Maryna Yepikhina; Svitlana Bader; Svitlana Makarenko; Hanna Zazharska; Liudmyla Varianytsia – International Electronic Journal of Elementary Education, 2025
In the context of crisis situations, making use of the most recent opportunities for future educators' training is a pertinent issue. The purpose of the suggested article is to evaluate how cutting-edge technologies might help train future preschool education specialists and assess how well they work in emergency scenarios. In order to accomplish…
Descriptors: Preschool Education, Preservice Teacher Education, Specialists, Crisis Management
Malgorzata Marciniak; Yun Ye – Mathematics Teaching Research Journal, 2025
This study explores the integration of game play into an inclusive, hands-on computing project in Calculus class. The project is focused on designing and analyzing priority switches for applications competing for computational resources on embedded devices such as smart watches and tablets. By engaging students in real-world problem-solving…
Descriptors: Mathematics Education, Calculus, STEM Education, Inclusion
Michaela Arztmann; Jessica Lizeth Domínguez Alfaro; Lisette Hornstra; Jacqueline Wong; Johan Jeuring; Liesbeth Kester – British Journal of Educational Technology, 2025
A distinct feature of educational games using augmented reality (AR) is that the game is played through physically interacting with the environment, whereas physical interaction is typically rather limited in other digital games. Understanding and performing the interactive game mechanics can be cognitively demanding. Adding pre-training could…
Descriptors: Computer Simulation, Artificial Intelligence, Training, Cognitive Processes
Atara Isaacson – Springer, 2025
This book explores teaching methods that foster creative thinking among students across various disciplines. It presents effective experiments conducted in workshops with both practicing teachers and student teachers, aiming to modernize existing teaching approaches to better align with the needs of the 21st century. The central argument is that…
Descriptors: Creative Thinking, Teaching Methods, Teacher Role, Teacher Student Relationship
Claudio M. Radaelli – Teaching Public Administration, 2025
How can science have more impact on policy decisions? The P-Cube Project has approached this question by creating five pedagogical computer games based on missions given to a policy entrepreneur (the player) advocating for science-informed policy decisions. The player explores simplified strategies for policy change rooted in a small number of…
Descriptors: Computer Games, Computer Uses in Education, Policy Formation, Graduate Students
Regiani Guarnieri; Tania Brusque Crocetta; Jennifer Yohanna Ferreira de Lima Antão; Celia Guarnieri; Thaiany Pedrozo Campos Antunes; Renata Thaís de Almeida Barbosa; Luiz Carlos de Abreu; Carlos Bandeira de Mello Monteiro – Education and Information Technologies, 2025
Evidence suggests a relationship between literacy and numeracy skills and cognitive abilities, which could be improved by augmented reality (AR) games. This study aimed to investigate to what degree the performance in a literacy and numeracy skills AR game explains associations between total reaction time (TRT) and educational achievement…
Descriptors: Literacy, Numeracy, Cognitive Ability, Computer Simulation
Alkan, Ayse; Mertol, Hüseyin – International Journal of Evaluation and Research in Education, 2019
The rapidly developing information technologies of our age offer new opportunities in every aspect of our lives. The use of information technologies in educational environments is an important element in creating enriched learning environments. Educational digital games used in teaching-learning environments help students to develop motivation,…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Games
Motz, Vicki Abrams; Koneval, Timothy; Bennett-Toomey, Jill; Suniga, Rema G.; Connour, Jacqueline Runestad – HAPS Educator, 2019
Board games continue to increase in popularity and the pedagogical value of games has been repeatedly supported. Games keep students engaged and the level of engagement translates directly into time spent playing, and correspondingly, time spent reviewing course material. Therefore, game play is expected to result in greater student success.…
Descriptors: Anatomy, Physiology, Educational Games, Game Based Learning
Makarova, Elena Aleksandrovna; Makarova, Elena Lvovna – International Electronic Journal of Elementary Education, 2019
This article discusses the impact of online games on children's lives by violence imposing and manipulation. Online gaming features are highlighted and statistic data are presented based on surveys of Russian teenagers who have been victims of online violence. The research goals are to study reasons for cybervictimization and psychological factors…
Descriptors: Computer Games, Violence, Adolescents, Victims
Damron, Kelly – Journal of Instructional Research, 2019
A board game is used in financial accounting courses as a means to engage students actively in their own learning. Since many students are intimidated by accounting or find the topic uninteresting, the use of games, especially a board game, encourages them to engage actively. After playing the board game, the students in the classroom appreciate a…
Descriptors: Games, Game Based Learning, Teaching Methods, Learner Engagement
Briscoe, Michael – Science Teacher, 2019
FLEET is a free ship-design simulator that reaches students in their native environment--video games. It is also a physics simulator that applies content first learned through hands-on scientific investigations. Using FLEET, students design and use ships for various naval missions by mastering scientific concepts such as force, energy, and work,…
Descriptors: Video Games, Computer Simulation, Physics, Hands on Science
Wang, Chung-Hsiang; Wu, Ko-Chiu; Tsau, Saiau-Yue – Journal of Educational Computing Research, 2019
The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the…
Descriptors: Instructional Design, Educational Games, Marketing, Environmental Education
Lee, Sungwoong; Ke, Fengfeng – Journal of Computer Assisted Learning, 2019
A promising method to support game-based learning is to facilitate learners' externalization of cognitive and metacognitive processes. Externalizing Problem Representation (EPR) refers to a cognitive behaviour in which a learner constructs her own representations overtly. The purpose of this study is to investigate whether learning supports…
Descriptors: Teaching Methods, Computer Assisted Instruction, Mathematical Concepts, Computer Games

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