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Cheryl D. Barrett – ProQuest LLC, 2023
Academic achievement of students with disabilities has long been a concern in special education, and this work addresses the academic achievement gap between students with autism spectrum disorder (ASD) and their typically developing peers. This study aimed to increase mathematical achievement in fluency and calculation skills for students with…
Descriptors: Students with Disabilities, Academic Achievement, Autism Spectrum Disorders, Middle School Students
Dima Kassab – ProQuest LLC, 2023
The purpose of this research was to gain a better understanding of the impact of game mechanics on developing collaborative problem solving (CPS) skills. CPS skills are important for the complex work environments of the 21st century, and games appear to provide potential learning experiences where such skills can develop. The research questions of…
Descriptors: Puzzles, Educational Games, Cooperative Learning, Problem Solving
Rolando B. Magat – Journal of Information Technology Education: Innovations in Practice, 2023
Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware's engagement, functionality, aesthetics, and…
Descriptors: Gamification, Statistics Education, Probability, Electronic Learning
Donald Conant – Journal of Education for Business, 2023
For years, researchers have recognized the expectation within the business community that business school graduates possess a working knowledge of spreadsheet applications. Academics continue to seek effective ways to teach these skills in an academic setting. This exercise uses Wordle, a five-letter word guessing game, to teach students…
Descriptors: School Business Relationship, College Students, Business Education, Technology Uses in Education
Jerono Phylis Rotich – Quest, 2023
The author discusses the potential impacts of international collaboration on learning, teaching, scholarship, and overall career. As a by-product and beneficiary of international collaborations, she recounted her journey, starting from playing sports in a village in Kenya to being a physical education teacher in Kenya and a kinesiology professor…
Descriptors: International Cooperation, COVID-19, Pandemics, Kinesiology
Kimberley Porteus – African Journal of Research in Mathematics, Science and Technology Education, 2023
The majority of children in mainstream (no fee, poorly resourced, African language dominant) public schools in South Africa fall significantly behind curricular norms in mathematics by Grade 3; the early learning gap grows across time. The provision of "quality" instructional materials is a well-recognised component of effective…
Descriptors: Elementary School Mathematics, Mathematics Education, Mathematics Instruction, Instructional Design
Ya-Ting Yu; Mengping Tsuei – Interactive Learning Environments, 2023
This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students' Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks. Two digital games with different mechanisms (completion-contingent and performance-contingent rewards)…
Descriptors: Game Based Learning, Learner Engagement, Attention Control, Self Efficacy
Ji Sun Hong; Sujin Bae; Vladan Starcervic; Doug Hyun Han – Journal of Attention Disorders, 2023
Objective: Individuals with internet gaming disorder (IGD) or gaming disorder (GD) had a higher prevalence of ADHD than individuals without IGD or GD. The overpathologizing of excessive gaming behaviors may be associated with the functional impairment due to ADHD in individuals with GD. Methods: The present study was designed to compare the gaming…
Descriptors: Correlation, Attention Deficit Hyperactivity Disorder, Psychopathology, Mental Disorders
Oehme, Brooke – ProQuest LLC, 2023
The past few years have proven a need in higher education for tools that help educators and students maintain a flexible and highly adaptive approach to their coursework. Research into applied improvisation has shown that the improvisational mindset is beneficial to educational settings in this way, in part because of the way it encourages…
Descriptors: Creative Activities, Music Education, Law Related Education, Business Education
Ahson, Kemal; Kumpulainen, Kristiina; Gray, Shirley; Camacho Miñano, Maria José; Rich, Emma – Learning, Media and Technology, 2023
The potential for technologies to transform health and physical education (HPE) has received increasing international attention in both policy and academic contexts. However, what is absent from much of this work is a lack of appreciation of the spatial dimension that recognises the relationship between "how" young people use digitised…
Descriptors: Health Education, Physical Education, Technology Integration, Influence of Technology
LaMear, Rachel; von Gillern, Sam – Changing English: Studies in Culture and Education, 2023
This study investigates how young elementary children engage with conceptions of gender in connection to video gameplay in the language arts classroom. During a three-week unit on video game literacies in a multiage lab school, children learned about, played, discussed, and wrote about video games. Student writing, game reviews, and literature…
Descriptors: Critical Literacy, Gender Differences, English Instruction, Language Arts
Jesu´s Ramo´n Giro´n-Gambero; Antonio Joaqui´n Franco-Mariscal – Journal of Chemical Education, 2023
Alternative teaching methodologies are required for grade-9 students diagnosed with difficulties learning chemistry. This study examines the progress made in learning atomic structure by 11 Spanish Students Diagnosed with Learning Difficulties (SDLD, experimental group), including those with poor academic performance, specific learning…
Descriptors: Educational Games, Grade 9, Chemistry, Science Instruction
Bozkurt, Aras; Durak, Gürhan – International Journal of Game-Based Learning, 2018
Gamification is an innovative approach that aims to increase users' engagement and motivation and provide sustainable experiences. It has recently become widely known and is an approach that is being used in many fields. This article intends to identify and map trends and patterns in gamification research. For this purpose, this article employs a…
Descriptors: Teaching Methods, Educational Games, Literature Reviews, Educational Research
Ramirez, Lizbeth; Walden, Emily; Hart, Shelley R. – Communique, 2018
Internet gaming has become an increasingly popular activity among youth. Internet gaming disorder (IGD) is currently included in the "DSM-5" as a condition for further study. This article discusses the rationale and implications for the proposed disorder's inclusion to the "DSM-5." While IGD is a proposed disorder, it shares…
Descriptors: Internet, Mental Disorders, Addictive Behavior, Clinical Diagnosis
Wu, Yishin Chu – ProQuest LLC, 2018
Bullying is one of the most common yet tolerated forms of violence. "BREAKAWAY" is an educational game purposefully designed to use entertainment-education and digital gaming to help youth around the world to learn about different types of bullying and coping strategies. This dissertation reports the design and results of a pilot study…
Descriptors: Bullying, Educational Games, Computer Games, Coping

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