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Bittner, Gina L.; McCauley, Laura – Education, 2018
Students love games, so why not couple games and mathematics learning in a meaningful way? The authors will help you do just that by taking an existing game and teaching you how to take any topic from your classroom to make the math work.
Descriptors: Teaching Methods, Mathematics Instruction, Educational Games, Mathematics Skills
Taylor, T. L. – American Journal of Play, 2018
In this excerpt from the author's new book, "Watch Me Play: Twitch and the Rise of Game Live Streaming," (Princeton University Press, 2018), she discusses some of the work game live streamers undertake to convert their private play into public entertainment. She details the layers involved in a typical broadcast and argues that this…
Descriptors: Play, Video Games, Internet, Video Technology
Williams, Walter K. – ProQuest LLC, 2018
The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was…
Descriptors: Video Games, Design, Qualitative Research, Case Studies
Öhman, Johan; Öhman, Marie; Sandell, Klas – Journal of Adventure Education and Outdoor Learning, 2016
A new teaching aid--exergames--is increasing in popularity in schools and is regarded as an interesting, varied and effective way of improving students' fitness. These exercise television games often contain references to physical activities carried out in different outdoor landscapes. The purpose of this article is to examine the views of…
Descriptors: Exercise, Educational Games, Physical Activities, Physical Fitness
Everything Is at Stake; Yet Nothing Is at Stake: Exploring Meaning-Making in Game-Centred Approaches
Jones, Ruan; Harvey, Stephen; Kirk, David – Sport, Education and Society, 2016
While not wishing to cover old ground in articulating the promise or continued promise of phenomenology within the physical education and sports domains, this paper aims to explore the "human" nature of the game-centred approach (GCA) from an existential-phenomenological perspective. In a recent review of literature on the current state…
Descriptors: Phenomenology, Physical Education, Games, Educational Games
Birinci, Yakup Zühtü; Korkmaz, Nimet Hasil; Deniz, Murat; Pancar, Serkan; Çetinoglu, Gökhan; Topçu, Hüseyin – Journal of Educational Issues, 2021
Growing studies show that exergames (EG) which can combine physical activity (PA) and games is an effective educational tool in physical education (PE). The purpose of this research was to evaluate the effect of dance-based EG on the attitude of 8th grade female students towards PE. The research group consists of 15 female students who are…
Descriptors: Exercise, Physical Activities, Physical Education, Teaching Methods
Tekerci, Hacer; Kogar, Hakan – International Journal of Progressive Education, 2021
In this study, it was aimed to examine the opinions of preschool children towards their peers with disabilities and the characteristics that affect these views. This research is a qualitative study. In the research in which qualitative data analysis techniques are used, the basic data collection source is the semi-structured interview form. The…
Descriptors: Preschool Children, Kindergarten, Childrens Attitudes, Child Development
Hernández-Chérrez, Elsa; Hidalgo-Camacho, Cynthia; Escobar-Llanganate, Paulina – International Journal of Instruction, 2021
The current work was based on a project that aimed to enhance the English-speaking skill development in tenth graders of a public high school in Ambato, a city of the Andean Region of Ecuador. The population involved 145 students who were surveyed to detect their impression about the use of Communication Games in the English as a Foreign Language…
Descriptors: Game Based Learning, Speech Skills, English (Second Language), Second Language Learning
Genç Ersoy, Berrin; Belet Boyaci, S. Dilek – International Technology and Education Journal, 2021
This study aims to scrutinize the effects of gamified Turkish vocabulary teaching on vocabulary development, and motivation on learning words. A nested mixed-method experimental design (gamification-based vocabulary learning for the experimental group instructor-led vocabulary learning for the control group) and was conducted with 34 fourth-grade…
Descriptors: Game Based Learning, Learning Activities, Instructional Effectiveness, Vocabulary Development
Ha, Jesse; Pérez Cortés, Luis E.; Su, Man; Nelson, Brian C.; Bowman, Catherine; Bowman, Judd D. – International Journal of Computer-Supported Collaborative Learning, 2021
Mobile devices and apps have become a standard for the museum experience. Many studies have begun to explore the impact mobile apps may have on user experience and informal learning. However, there has been relatively little research on how visitor groups interact collaboratively while using these devices in computer-supported collaborative…
Descriptors: Computer Software, Museums, Telecommunications, Handheld Devices
Muñoz González, Juan Manuel; de Castro Castro, Carmen; Brazo Millán, Ana Isabel – Digital Education Review, 2021
With the understanding that videogames have become a powerful resource not only for entertainment but also as an educational resource for foreign language teaching today, the objective of this study was to examine the use of the videogame "Broken Sword" for the teaching of French as a foreign language in a higher education setting. To…
Descriptors: Video Games, Teaching Methods, Second Language Instruction, French
Arcagök, Serdar – International Online Journal of Education and Teaching, 2021
The study aimed to identify the impact of game-based teaching practices available in different curricula on academic achievement. The study adopted meta-analysis method via grouping similar studies about that subject, theme under the heading of certain criteria, and combining the quantitative data obtained. For this purpose, 412 studies conducted…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Academic Achievement
Dahlgren, J.; Healy, S.; MacDonald, M.; Geldhof, J.; Palmiere, K.; Haegele, J. A. – Autism: The International Journal of Research and Practice, 2021
To date, studies using cross-sectional methodologies make up a majority of the literature surrounding children with autism spectrum disorders and participation in physical activity and screen time. Longitudinal studies are needed to examine how physical activity and screen time behaviors co-develop for children with and without an autism spectrum…
Descriptors: Physical Activity Level, Autism, Pervasive Developmental Disorders, Children
Bailey, Nina G.; Yalman Ozen, Demet; Lovett, Jennifer N.; McCulloch, Allison W.; Cayton, Charity – Mathematics Teacher: Learning and Teaching PK-12, 2021
The goal of this article is to give examples of high school students exploring parameters of quadratic functions using different tools as a catalyst to discuss the pros and cons and demonstrate the mathematical power of each. The authors illustrate how teachers' learning goals should navigate them toward a productive option.
Descriptors: Mathematics Instruction, Secondary School Mathematics, High School Students, Teaching Methods
Galman, Sally Campbell – Ethnography and Education, 2021
This paper presents data from a multi-year ethnography of a rural preschool in the United States in which children engaged in substantial free and structured imaginative play. An unexpected parent death during the course of the data collection period was followed by a spate of death-related play and storytelling by the children, with varied adult…
Descriptors: Death, Games, Play, Imagination

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