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Zipf, Jessica – Research-publishing.net, 2019
This paper describes the initial stages of a project which seeks to develop a language learning game for Italian running a deep linguistic grammar at its backend for fine-grained error detection. The grammar is designed within the grammatical framework of Lexical Functional Grammar (LFG). The project aims to bring together work from different…
Descriptors: Italian, Computer Assisted Instruction, Educational Technology, Second Language Learning
The Quality of Teacher-Child Interactions during the Enactment of Playful Science Games in Preschool
Guarrella, Cristina; Cohrssen, Caroline; van Driel, Jan – Early Education and Development, 2022
Research Findings: This research aims to examine the affordances for high quality instructional support offered by the Northern Territory Preschool Science Games, alongside differences between classroom quality during the enactment of this teaching resource and the broader early childhood program. Applying a multiple-case study approach, quality…
Descriptors: Teacher Student Relationship, Interaction, Science Education, Preschool Teachers
Williams, John; Pill, Shane; Coleman, James; Mallett, Cliff; Hughes, Scott – Curriculum Studies in Health and Physical Education, 2022
In this research, we show how a quality teaching framework can be used with psychology, specifically self-determination theory (SDT), and a Game Sense Approach (GSA) to plan and teach a unit of work as a context-specific version of quality Physical Education. This unit of work using Buroinjin, an Australian Aboriginal traditional game, was taught…
Descriptors: Physical Education, Indigenous Knowledge, Grade 5, Teaching Methods
Wang, Liang-Hui; Chen, Bing; Hwang, Gwo-Jen; Guan, Jue-Qi; Wang, Yun-Qing – International Journal of STEM Education, 2022
Many researchers have explored the impact of digital games on learning effects in different STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game-based STEM education on the learning achievement of K-12 or higher education students. The analysis results of effect sizes from 33 studies (N = 3894) published from…
Descriptors: STEM Education, Computer Games, Elementary School Students, Secondary School Students
Sügümlü, Üzeyir; Aslan, Serkan – International Journal of Education and Literacy Studies, 2022
Technological tools have affected education just as all areas of life. Especially nowadays, technological tools are highly utilized in the effective regulation of the teaching-learning process. Web 2.0 tools are included among these technological tools. Web 2.0 tools are used in mothertongue instruction as well as in all disciplines. This study is…
Descriptors: Technology Uses in Education, Web 2.0 Technologies, Native Language Instruction, Teaching Experience
Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
González-Lloret, Marta – Language Teaching Research, 2022
Developing pragmatic competence implies the learning of the norms and principles that affect the behavior of participants in a culture (i.e. sociopragmatics) and the ability to choose the language to realize those norms (i.e. pragmalinguistics). Learning to be pragmatically appropriate in the second language (L2) is not easy, and although it is…
Descriptors: Task Analysis, Pragmatics, Teaching Methods, Second Language Learning
Douglas, Mark Eric, Jr. – ProQuest LLC, 2022
The purpose of this interpretive phenomenological study was to explore at-risk students' experiences and engagement with game-based learning in a Northwest Florida middle school through their shared experiences of the phenomenon. At-risk students are in danger of grade-level retention if they do not close their achievement gaps on standardized…
Descriptors: At Risk Students, Student Experience, Learner Engagement, Game Based Learning
Sun, Jiqing – Mathematics Education Research Group of Australasia, 2022
The transition between arithmetic and algebraic thinking is challenging for students. One notable difficulty for students is understanding algebraic symbols--pronumerals. Researchers are exploring pedagogical approaches in seeking to address this issue. The current paper is contributing to this body of literature by illustrating how an online card…
Descriptors: Algebra, Game Based Learning, Electronic Learning, Classroom Environment
Riel, Jeremy; Lawless, Kimberly A.; Oren, James B. – Online Learning, 2022
In this study, different degrees of synchronous and asynchronous online social interactions are investigated in the context of an online educational roleplaying simulation game that is played across multiple classrooms simultaneously to teach argumentation skills and social studies. Results from 45 K-12 middle school social studies teachers and…
Descriptors: Comparative Analysis, Asynchronous Communication, Synchronous Communication, Discussion
Avidov-Ungar, Orit; Hayak, Merav – Journal of Information Technology Education: Research, 2022
Aim/Purpose: This paper examines how senior academic staff from a large sample of teacher education colleges regard the integration of digital games into teacher instruction. These colleges serve general or religious populations, and we examine what, in practice, their policy and vision were in this regard in the context of the COVID-19 pandemic.…
Descriptors: Teacher Education Programs, Technology Education, Educational Technology, Online Courses
Moon, Jewoong; Ke, Fengfeng; Sokolikj, Zlatko; Dahlstrom-Hakki, Ibrahim – Journal of Learning Analytics, 2022
Using multimodal data fusion techniques, we built and tested prediction models to track middle-school student distress states during educational gameplay. We collected and analyzed 1,145 data instances, sampled from a total of 31 middle-school students' audio- and video-recorded gameplay sessions. We conducted data wrangling with student gameplay…
Descriptors: Learning Analytics, Stress Variables, Educational Games, Middle School Students
Farkas, Bernie; Shang, Yanyan; Alhourani, Farouq – Journal of Information Systems Education, 2022
This research develops an effective methodology for a core business introductory information systems course to teach business process concepts and the role of information systems in business processes. The developed methodology also helps students properly diagram an organization's business processes. The methodology uses an experiential learning…
Descriptors: Business Schools, Business Administration Education, Teaching Methods, Game Based Learning
Blain, Dylan Owen; Standage, Martyn; Curran, Thomas – European Physical Education Review, 2022
How does the education sector recover following the disruption caused by the COVID-19 pandemic? Much enthusiasm exists to imagine how teaching practices can be enriched within the so-called 'new normal.' The physical and mental health benefits associated with school physical education have attracted considerable attention during the pandemic.…
Descriptors: COVID-19, Pandemics, Physical Education, Teaching Methods
Lodewyk, Ken R.; Robertson, Scott – Physical Educator, 2022
The primary aim of this quasi-experimental study was to investigate differences in enjoyment and need for cognition between regular physical education and a Teaching Games for Understanding (TGfU) unit by level (higher or lower) of intention to enroll in physical education. A sample of 71 ninth-grade physical education students completed a survey…
Descriptors: High School Students, Grade 9, Physical Education, Student Participation

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