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Wang, Chih-Wei; Rose, Glenda Lynn – New Horizons in Adult Education & Human Resource Development, 2020
This teaching and training case demonstrates how gamification was adopted in the course design of the Tech Integration Coach Pathway, a professional development initiative for Texas adult education and literacy (AEL) staff and teachers to become technology integration coaches. The purpose of the course is to develop certified technology…
Descriptors: Game Based Learning, Curriculum Design, Technology Integration, Faculty Development
Dong, Chuanwen; Boute, Robert – INFORMS Transactions on Education, 2020
Moving freight to sustainable transport modes is one of the most frequently mentioned suggestions to decarbonize logistics. Regrettably, even with regulation and technology developing over the past years, most of the freight volumes are still shipped via road, the least sustainable means of transport. This paper presents a beer transportation game…
Descriptors: Game Based Learning, Transportation, Sustainable Development, Student Participation
Gao, Fei; Li, Lan; Sun, Yanyan – Educational Technology Research and Development, 2020
Research on mobile game-based learning has been gaining attention in the past few years. To understand the potential of mobile game-based learning in STEM education, a systematic review was conducted. Based on a set of inclusion and exclusion criteria, 30 articles published during the years of 2010 through 2019 were included. Analyses were…
Descriptors: Electronic Learning, Game Based Learning, STEM Education, Handheld Devices
Zhai, Xiaoming; Haudek, Kevin C.; Shi, Lehong; Nehm, Ross H.; Urban-Lurain, Mark – Journal of Research in Science Teaching, 2020
This study develops a framework to conceptualize the use and evolution of machine learning (ML) in science assessment. We systematically reviewed 47 studies that applied ML in science assessment and classified them into five categories: (a) constructed response, (b) essay, (c) simulation, (d) educational game, and (e) inter-discipline. We compared…
Descriptors: Computer Assisted Testing, Science Tests, Essays, Simulation
Weisberg, Steven M.; Chatterjee, Anjan – Cognitive Research: Principles and Implications, 2020
Background: Reference frames ground spatial communication by mapping ambiguous language (for example, navigation: "to the left") to properties of the speaker (using a Relative reference frame: "to my left") or the world (Absolute reference frame: "to the north"). People's preferences for reference frame vary depending…
Descriptors: Spatial Ability, Physical Activities, Games, Athletics
Stohlmann, Micah S. – Mathematics Teacher: Learning and Teaching PK-12, 2020
An escape room can be a great way for students to apply and practice mathematics they have learned. This article describes the development and implementation of a mathematical escape room with important principles to incorporate in escape rooms to help students persevere in problem solving.
Descriptors: Experiential Learning, Mathematics Education, Educational Games, Problem Solving
Mash, Lisa E.; Klein, Raymond M.; Townsend, Jeanne – Journal of Autism and Developmental Disorders, 2020
Attentional impairments are among the earliest identifiable features of autism spectrum disorders (ASDs). Three attention networks have been extensively studied using the attention network test (ANT), but this long and repetitive task may pose challenges for individuals with ASDs. The AttentionTrip was developed as a more engaging measure of…
Descriptors: Autism, Pervasive Developmental Disorders, Disability Identification, Attention
Ranscombe, Charlie; Bissett-Johnson, Katherine; Mathias, David; Eisenbart, Boris; Hicks, Ben – International Journal of Technology and Design Education, 2020
Novice design students struggle to engage with early stage design visualization tools such as sketching and prototyping. Instead students have a preference for designing with digital tools such as CAD modelling, motivated by inhibitions around sketching skill, which in turn leads to fixation and sunk cost effects. These behaviors present a barrier…
Descriptors: Toys, Design, Fidelity, Visualization
Burles, Ford; Liu, Irene; Hart, Chelsie; Murias, Kara; Graham, Susan A.; Iaria, Giuseppe – Child Development, 2020
Although much is known about adults' ability to orient by means of cognitive maps (mental representations of the environment), it is less clear when this important ability emerges in development. In the present study, 97 seven- to 10-year-olds and 26 adults played a video game designed to investigate the ability to orient using cognitive maps. The…
Descriptors: Cognitive Mapping, Spatial Ability, Children, Navigation
McFarland, Jon – Schools: Studies in Education, 2020
The literature on the uses of gamification in education is increasingly popularizing the implementation of game elements in nongame environments, but the scholarship tends to remain theoretical and lacks a focus on practical application for educators seeking to utilize gamified methods. This article focuses on the design and implementation of…
Descriptors: Educational Games, Instructional Design, Program Implementation, Student Motivation
Jones, Megan M.; Ritter, Lacey J. – College Teaching, 2020
This article describes and evaluates an in-class activity and discussion called "The Dating Game," which resembles the speed-dating process in modern, love-based societies. Activity effectiveness was analyzed through post-activity responses from students at three schools (N = 126) and course evaluations (N = 54). Data suggest this…
Descriptors: College Students, Dating (Social), Educational Games, Class Activities
Hawes, Zachary; Cain, Michelle; Jones, Shelly; Thomson, Nicole; Bailey, Cristol; Seo, Jisoo; Caswell, Beverly; Moss, Joan – Mind, Brain, and Education, 2020
The purpose of the current pilot study was to examine the effects of a teacher-designed and teacher-led numerical board game intervention. Fifty-four 4- to 6-year-olds were randomly assigned to either the number board game intervention or an active control group. Relative to the control group, children who received the number game intervention…
Descriptors: Educational Games, Teacher Developed Materials, Numbers, Instructional Effectiveness
Blažic, Borka Jerman; Blažic, Andrej Jerman – Education and Information Technologies, 2020
As digital multimedia devices increasingly pervade people's lives, including the lives of older adults, the need to provide relevant training for these age groups grows. Older adults, not due to their frailty or age, often find it difficult to use digital devices like smartphones, and they often lack the basic digital literacy required to use…
Descriptors: Technological Literacy, Older Adults, Foreign Countries, Video Games
Pill, Shane; Hewitt, Mitch; Baldock, Rick – Journal of Physical Education, Recreation & Dance, 2020
This article describes the concept of "driveway tennis" as a construct for student games making in physical education as an option for teaching sport for understanding. We connect the notion of games making in PE with a game-based teaching approach using the example of the Game Sense approach. We demonstrate how the concept of driveway…
Descriptors: Games, Racquet Sports, Physical Education, Teaching Methods
McGann, Jamie; Issartel, Johann; Hederman, Lucy; Conlan, Owen – British Journal of Educational Technology, 2020
Sedentary past-times such as video gameplay are cited as having a negative effect on children's Fundamental Motor Skills (FMS) acquisition. Conversely, "exergames" utilise 3D sensor control systems (eg, Kinect®) to offer full body interactive user experiences in which FMS outputs are often part of the game "play" experience.…
Descriptors: Psychomotor Skills, Skill Development, Video Games, Motion

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