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Thomas S. Henricks – American Journal of Play, 2020
In an article adapted from his latest work, "Play: A Basic Pathway to the Self,"published by The Strong in 2020, the author offers a wide-ranging review of play studies--and the thinkers, philosophers, and scholars who led to the creation of the discipline. He also reviews and seeks to explain for both specialists and more general…
Descriptors: Play, Educational Research, Educational Theories, Ceremonies
Catherine P. Bradshaw; Kathan Shukla; Elise T. Pas; Juliette K. Berg; Nicholas S. Ialongo – Grantee Submission, 2020
A growing body of research has documented a link between variation in implementation dosage and outcomes associated with preventive interventions. Complier Average Causal Effect (CACE; Jo, 2002) analysis allows for estimating program impacts in light of variation in implementation. This study reports intent-to-treat (ITT) and CACE findings from a…
Descriptors: Educational Games, Student Behavior, Behavior Problems, Behavior Modification
Valeria Aloizou; Stavey Linardatou; Michael Boloudakis; Symeon Retalis – British Journal of Educational Technology, 2025
Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in-game elements by…
Descriptors: Kindergarten, Core Curriculum, Classroom Environment, Movement Education
Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Journal of Educators Online, 2025
In English for Specific Purposes (ESP) education, the synergy between autonomous learning, gamified Massive Open Online Course (MOOC) platforms, and self-directed learning (SDL) frameworks is underexplored. Despite recognizing autonomous learning's significance in language education, there is a lack of in-depth analysis of their interaction within…
Descriptors: MOOCs, Student Attitudes, English for Special Purposes, Second Language Learning
J. Priyanto Widodo; Lailatul Musyarofah; Joko Slamet – MEXTESOL Journal, 2025
Gamification-based instruction learning design can enhance students' conceptual knowledge and academic achievement by reversing before-class and in-class activities. This strategy raises the issue of students having to learn independently, especially for self-directed learning (SDL), where students often struggle. To create a flipped classroom for…
Descriptors: Teaching Methods, Game Based Learning, Instructional Design, Academic Achievement
Nova A. Corciega; Cherry Mae A. Bayot; Melogen S. De Jesus; Gracee Mae A. Hinampas; Rean Muan~a; Sheena A. Ones – Online Submission, 2025
This study aims to explore and rate the strategies and environmental factors that enhance the attention spans of Grade 3 pupils in Mabinay Central School and Lumbangan Central School. Recognizing attention span as a critical factor in academic performance, the research examines how teaching strategies such as active learning, multimodal…
Descriptors: Elementary School Students, Academic Achievement, Correlation, Teaching Methods
Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
Erasmos Charamba, Editor; Shalom Nokuthula Ndhlovana, Editor – IGI Global, 2025
Improving academic performance and achievement requires educational systems to adopt inclusive learning practices that recognize and accommodate the diverse needs of all students. Inclusive education emphasizes equitable access to learning opportunities, tailored instructional methods, and supportive environments that value each learner's…
Descriptors: Academic Achievement, Inclusion, Active Learning, Game Based Learning
Ingram, Jay; Cangemi, Joseph – College Student Journal, 2019
The effects of video games on self-esteem is an understudied area in social science research, despite the gaming industries massive economic growth and how widespread games have become in everyday lives. This paper explores and investigates literature on how playing video games could impact psychological well-being, specifically self-esteem.…
Descriptors: Video Games, Student Motivation, Self Esteem, Mass Media Effects
Slade, Dennis G.; Martin, Andrew J.; Watson, Geoff – Physical Education and Sport Pedagogy, 2019
Background: Slade ["Do the Structures Used by International Hockey Coaches for Practising Field-Goal Shooting Reflect Game Centred Learning Within a Representative Learning Design? The International Journal of Sport Science and Coaching" 10 (4): 655-668] argued that because no two students learn or conceive knowledge in exactly the same…
Descriptors: Game Based Learning, Play, Fundamental Concepts, Teaching Methods
Alomari, Islam; Al-Samarraie, Hosam; Yousef, Reem – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This study reviewed previous research on the role of gamification techniques in promoting students' learning. Background: The role of gamification in promoting students' learning has been investigated empirically by many scholars. To date, mixed results about the effectiveness of gamification have been reported, and researchers…
Descriptors: Game Based Learning, Instructional Effectiveness, College Students, Journal Articles
Wang, Meng; Nunes, Miguel Baptista – Interactive Technology and Smart Education, 2019
Purpose: This study aims to present a meta-analysis of the use of serious educational games in museums. The analysis is based on a critical literature review that maps educational roles of museums against serious educational games used in support of those roles. The meta-analysis focuses on the specific context of informal learning in museums.…
Descriptors: Museums, Educational Games, Teaching Methods, Informal Education
Leicht, Anthony S.; Fox, Jordan; Connor, Jonathan; Sargent, Charli; Sinclair, Wade; Stanton, Robert; Scanlan, Aaron – Research Quarterly for Exercise and Sport, 2019
Match activity demands of basketball players have been well reported but little exists in terms of quantifying the demands encountered by referees during match-play. Potential differences between referees and players may identify different fitness capacities and subsequent need for different training regimes. Purpose: The aims of this brief report…
Descriptors: Judges, Athletes, Males, Team Sports
Yang, Tzu-Chi; Chen, Meng Chang; Chen, Sherry Y. – Asia-Pacific Education Researcher, 2019
Game-based learning is popular with learners because it includes various game elements. Among various game elements, background music may have great effects, which may be associated with the preferences of information processing. On the other hand, cognitive styles pertain to the ways of information processing. In this vein, we conducted two…
Descriptors: Cognitive Style, Educational Games, Teaching Methods, Music
Abbott, Daisy – Higher Education Pedagogies, 2019
Research skills are challenging to teach in a way that is meaningful to students and has ongoing impact in research practice. This paper investigates constructivist and experiential strategies for effective learning and deep understanding of postgraduate research skills and proposes a game-based learning (GBL) solution. A (non-digital) game called…
Descriptors: Graduate Students, Educational Games, Teaching Methods, Research Skills

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