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Erdem, Yasemin; Gök, Bilge – South African Journal of Education, 2022
With the study reported on here we set about to reveal the effects of mental games on third graders' reading comprehension skills in Turkish classes. The study group comprised 71 students, 35 of whom were included in the experimental group, and 36 in the control group. The experimental group played simple to difficult mental games selected by the…
Descriptors: Foreign Countries, Grade 3, Elementary School Students, Reading Comprehension
Liu, Xiaodi; Chen, Jingying; Zhang, Kun; Wang, Xuan; Wang, Guangshuai; Zhang, Rujing – Education and Information Technologies, 2022
Evaluation is crucial in the treatment of autistic children. The Psychoeducational Profile--Third Edition (PEP-3) is a standardized scale used to evaluate the development of children with autism spectrum disorder (ASD). However, as a traditional scale, the PEP-3 relies highly on the experience of the evaluator, and the evaluation process is…
Descriptors: Cognitive Ability, Language Aptitude, Achievement Tests, Cognitive Tests
Moron, Victória Branca; Barbosa, Débora Nice Ferrari; Sanfelice, Gustavo Roese; Barbosa, Jorge Luis Victória; Leithardt, Daiana R. F.; Leithardt, Valderi Reis Quietinho – Education Sciences, 2022
Studies show that executive functions and motor development are associated with each other and with learning ability. A more technological lifestyle combined with digital culture should be considered a viable alternative to stimulate children's development. Therefore, this study aimed to present a systematic mapping of the literature involving…
Descriptors: Executive Function, Motor Development, Correlation, Video Games
Antequera-Barroso, Juan Antonio; Revuelta-Domínguez, Francisco-Ignacio; Guerra Antequera, Jorge – Education Sciences, 2022
Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, video games function as an outlet for stress associated with everyday life by providing an escape from reality.…
Descriptors: Comparative Analysis, Problem Solving, Mathematics Skills, Video Games
Musyaffi, Ayatulloh Michael; Sulistyowati, Wiwit Apit; Wolor, Christian Wiradendi; Sasmi, Aji Ahmadi – European Journal of Educational Research, 2022
Online learning is an obligation in teaching and learning activities during the Coronavirus disease (COVID-19). Game-based learning is a solution in improving student learning outcomes. This research aims to determine the level of acceptance of gamification in terms of Gamification quality (GQ), instructor characteristic (IC), and technology…
Descriptors: Game Based Learning, Gamification, Sustainability, Usability
Stephens, Courtney; Recker, Mimi; Lee, Victor R.; Clarke-Midura, Jody – Journal of Technology and Teacher Education, 2022
Elementary school teachers are increasingly being asked to teach computer science (CS)--a subject area with which they often have little familiarity. To address this gap, teacher professional development (PD) is a common approach for helping teachers become familiar with CS content. This paper describes a collaborative PD designed to accompany a…
Descriptors: Elementary School Teachers, Computer Science Education, Faculty Development, Programming
Laçin-Simsek, Canan; Öztuna-Kaplan, Aysun; Sever, Tülin – SAGE Open, 2022
Educational games are fun teaching tools prepared in line with the aims of the lessons and facilitate the understanding of the subjects. Due to these features, they can be used in science centers to both discover exhibits and provide understanding of concepts. In this study, it was aimed to determine the opinions about the educational games…
Descriptors: Educational Games, Preservice Teachers, Science Education, Exhibits
Jabar, Abdul; Gazali, Rahmita Yuliana; Ningrum, Ajeng Ayu; Atsnan, Muh. Fajaruddin; Prahmana, Rully Charitas Indra – Mathematics Teaching Research Journal, 2022
Bahasinan is a traditional game, a maritime cultural heritage, which still exists today in the area of South Kalimantan, Indonesia, precisely in the village of Gunung Makmur. Bahasinan itself is a traditional game that should be played in groups. In Bahasinan, people can find many aspects that have strong correlation with the learning of…
Descriptors: Mathematics Instruction, Educational Games, Mathematical Concepts, Concept Formation
Lee, Sunji – Educational Philosophy and Theory, 2022
Reflecting on the question of media, this paper attempts to bridge the gap between attention and distraction in Bernard Stiegler and Walter Benjamin's respective philosophies. Based on Stiegler's philosophical theory, this paper will demonstrate, on the one hand, how harmful the destruction of attention, i.e. deficit hyperactivity disorder…
Descriptors: Attention, Attention Control, Attention Deficit Hyperactivity Disorder, Educational Philosophy
Madden, Oneil N. – Research-publishing.net, 2022
Gamification is a method used to engage and motivate students virtually during the coronavirus pandemic. This paper reports on the use of Kahoot! as a review tool in French as a foreign language (L2) classes at Northern Caribbean University (NCU), Jamaica, as a means of formative assessment. Using the exploratory approach, it seeks to highlight…
Descriptors: Student Attitudes, Educational Games, French, Second Language Learning
Aisyah Saad Abdul Rahim – Journal of Chemical Education, 2022
The quest in the "Mirror Mirror on the Wall, Which Chiral Drug Is the Fairest of Them All?" escape room activity was to find an enantiomer drug that cures a "sleeping sickness". Based loosely on the story of Snow White, first-year pharmacy student pairs had 50 min to solve gamified stereochemistry quizzes (tasks 1-4), collect…
Descriptors: Chemistry, Science Instruction, Pharmaceutical Education, Gamification
Shiying Cai – Journal of Chemical Education, 2022
Chemistry is often seen as an abstract and content-heavy subject. Many students struggle with chemistry because they attempt to memorize the content without understanding the concepts. As a result, students often have misconceptions. COVID-19 has driven teaching and learning online, and an escape room teaching method, which is a way to enhance…
Descriptors: Chemistry, Science Instruction, Educational Technology, Game Based Learning
Andrew L. Simpson – ProQuest LLC, 2022
There are many acceptance factors that might influence teachers' intent to create instruction supplemented or enhanced with digital game-based materials (DGBM). A mixed-methods exploration of five research questions was used to describe how teachers' perceived ease of use, self-efficacy beliefs, opinions about usefulness, perceptions of relevance,…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Teachers, Teacher Attitudes
Dodge, Autumn M. – American Journal of Play, 2018
The author discusses Magic: The Gathering as not only a card game but as situated in New Literacies as a Discourse and community of practice with rich, complex, and multimodal literacy practices. She describes apprenticeship to the game from the perspective of a novice and a long-time player and argues that entering its Magic Discourse depends on…
Descriptors: Communities of Practice, Games, Vocabulary, Literacy
Carlos Vázquez-Martín; José M. Ramírez-Hurtado; Esteban Vázquez-Cano – International Journal of Technology in Education, 2025
This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the…
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior

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