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Kylie Flynn; Linlin Li; Melissa DeRosier – Society for Research on Educational Effectiveness, 2021
Background/Context: Poor social emotional learning (SEL) development places students at heightened risk for bullying, teasing, and social isolation (Asher, et al., 1996; Solberg, et al., 2007). As students experience social failure, school becomes an aversive place which they may actively try to avoid (Gazelle & Druhen, 2009; Ladd, 2006).…
Descriptors: Elementary School Students, Grade 3, Social Emotional Learning, COVID-19
Gürbüz, Hasan; Evlioglu, Bengisu; Erol, Çigdem Selçukcan; Gülseçen, Hulusi; Gülseçen, Sevinç – Education and Information Technologies, 2017
Computer-based games as developments in information technology seem to grow and spread rapidly. Using of these games by children and teenagers have increased. The presence of more beneficial and educational games in contrast to the violent and harmful games is remarkable. Many scientific studies have indicated that the useful (functional) games…
Descriptors: Weather, Computer Games, Thinking Skills, Problem Solving
Chen, Yen-Chun – EURASIA Journal of Mathematics, Science & Technology Education, 2017
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Descriptors: Educational Games, Computer Uses in Education, Computer Games, Student Motivation
Alvarez, Vivian – Knowledge Quest, 2017
Besides being a social experience, tabletop games can serve as intrinsic educational tools that tap into students' needs and interests, inspiring them to find motivation in applying new knowledge to their academic work. Why? Because, as with school, every game has a very specific set of rules by which participants must abide. Experiences with…
Descriptors: Learner Engagement, Public Libraries, Educational Games, Video Games
Erik Kenyon; Diane Terorde-Doyle – Analytic Teaching and Philosophical Praxis, 2017
Early educators are in a bind. Teacher education programs are calling on them more and more to help students practice critical thinking and develop intellectual character (Ritchhart, 2002); yet school funding depends on meeting Common Core standards, which do not explicitly assess critical thinking until the high-school level (NEA.org). Add to…
Descriptors: Preschool Education, Critical Thinking, Art, Games
Little, Sabine – Journal of Multilingual and Multicultural Development, 2019
Heritage language families inhabit multiple languages, literacies and cultures. Enabling children to participate in heritage language and culture has beneficial effects in terms of identity, and cognitive development. Games-based technologies are opening up avenues for playful engagement with heritage language and literacy, but little is known…
Descriptors: Heritage Education, Multilingualism, Second Language Learning, Second Language Instruction
Vizcaíno, Aurora; García, Félix; de Guzmán, Ignacio García Rodriguez; Moraga, M. Ángeles – ACM Transactions on Computing Education, 2019
Global Software Development (GSD) is currently a strong industry trend. This means that if computer science engineers are to be trained to deal with this model, it is very important to include the topic in software engineering courses, attempting to ensure that students learn about GSD and become familiar with its advantages and challenges.…
Descriptors: Educational Games, Global Approach, Computer Software, Computer Science Education
Ehret, Christian; Ehret, Lea; Low, Bronwen; Ciklovan, Luka – British Journal of Educational Technology, 2019
This paper presents data from the first six-months of an ongoing speculative design project in which youth and researchers co-created a videogame club, and later an eSports team, in an urban youth centre in Montréal, Québec. It describes how process philosophy informed researchers' approach to speculative design, allowing youth and researchers to…
Descriptors: Youth Clubs, Design, Urban Youth, Foreign Countries
Song, Yi; Sparks, Jesse R. – Educational Technology Research and Development, 2019
In this paper, we describe an effort to develop and evaluate an innovative formative assessment to gather evidence about middle school students' argumentation skills. Specifically, this game-enhanced scenario-based assessment (Seaball--Semester at Sea) includes a series of argumentative reasoning activities in the context of an extended scenario…
Descriptors: Educational Games, Formative Evaluation, Evidence, Middle School Students
Giyoto, Giyoto; Purnomo, SF. Luthfie Arguby; Untari, Lilik; Purnama, SF. Lukfianka Sanjaya; Asiyah, Nur – Journal of Social Studies Education Research, 2019
This study attempts to construct a communication framework of video game avatars. Employing Aarseth's textonomy, Rehak's avatar's life cycle, and Lury's prosthetic culture avatar's theories as the basis of analysis on fifty-five purposively selected games, this study proposes ACTION (Avatars, Communicators, Transmissions, Instruments, Orientations…
Descriptors: Video Games, Computer Simulation, Classification, Computer Mediated Communication
Peran, Salvador – European Journal of Educational Sciences, 2019
Law students should be able to fathom the application of legal rules to specific cases and develop a consistent argumentation to support this interpretation by using logic. Different skills and competencies are required for each of these processes. Therefore, effective learning of Law must complement the necessary knowledge of Positive Law with a…
Descriptors: Games, Legal Education (Professions), Law Students, Teaching Methods
Lee, Philip T. Y.; Lui, Richard W. C.; Chau, Michael – Journal of Information Systems Education, 2019
Serious games, many of which are multi-player games, have been commonly used in information technology education and training. Competition can be intuitively associated with games; however, it is not always considered as a necessary attribute of serious games. Particularly, the learning impact results of competition are mixed. Challenge and…
Descriptors: Competition, Educational Games, Search Engines, Self Efficacy
Smith, Ginny; Shute, Valerie; Muenzenberger, Amber – Journal of Applied Testing Technology, 2019
The following research focuses on Game-Based Learning (GBL) for assessment through the lens of designing and validating a stealth assessment for the calculus game Variant: Limits™. The process of using Evidence-Centered Design (ECD) to create a valid assessment is highlighted through the development of a competency model and scoring rubrics. A…
Descriptors: Calculus, Game Based Learning, Student Evaluation, College Students
Kalmpourtzis, George – British Journal of Educational Technology, 2019
This paper presents a teaching experiment with preschoolers, considering games as means for presenting problem-based situations and focusing on the development of game design in connection to problem posing skills. The study was conducted in a focus group of eighteen 5-6-year-old students who participated in game design sessions, compared to a…
Descriptors: Preschool Children, Teaching Methods, Educational Games, Problem Solving
Alexander, Curby – International Journal of Game-Based Learning, 2019
One of the most important outcomes of pre-service teacher education isthe transition from assignmentoriented students to service-oriented education professionals. Faculty can assist in this process by cultivating professional educator dispositions within their courses. Gamification strategies can be an effective way to provide students with timely…
Descriptors: Games, Preservice Teacher Education, Preservice Teachers, Teacher Characteristics

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