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Centelles, Josep J.; de Atauri, Pedro R.; Moreno, Estefania – International Society for Technology, Education, and Science, 2022
Games are highly appreciated by the population, so due to the COVID-19 pandemic confinement we decided to carry out an Internet research of several games, in order to use them for the assimilation of new words of Biochemical students. Games found in puzzle books allow the stimulation of memory, reasoning and other brain capacities, such as keeping…
Descriptors: Biochemistry, Science Instruction, Puzzles, Alphabets
Maria Gigi Carunungan – ProQuest LLC, 2022
This is an exploratory study of how pedagogy in the form of math stories, shapes young learners' perceptions, motivations, and sense-making of math concepts. The research is presented in an exploratory documentary, with audio-video data collected through the iPhone. The pilot test of story-driven math learning solutions was conducted by two…
Descriptors: Word Problems (Mathematics), Learner Engagement, Mathematical Concepts, Elementary School Mathematics
Chloé Lhardy; Héctor García-Ortega; Jesús Gracia-Mora; Armando Marín-Becerra; Antonio Reina; Miguel Reina – Journal of Chemical Education, 2022
Educational games have attracted attention as valuable didactic instruments since they combine a proven efficiency in learning improvement with a fun and enjoyable atmosphere. Despite the increasing number of educational game contributions treating a wide variety of topics, to the best of our knowledge, none revise units or physical quantities.…
Descriptors: Educational Games, Educational Objectives, Scientific Concepts, Science Education
Inan, Tugbay – Journal of Education and Training Studies, 2018
We must point out that the results of football games affect the competitive balance degree. In other words, the calculations we made in the score table at the end of the season give us a degree of competitive balance. The degree on which the concept of competitiveness is based is cited as competitive balance in football. Sports economics can be…
Descriptors: Foreign Countries, Competition, Trend Analysis, Team Sports
de la Hera Conde-Pumpido, Teresa; Loos, Eugène; van Wilgenburg, Wiljan; Versteeg, Myrte; Aléncar, Amanda; Simons, Monique; Lamoth, Claudine; Finkenauer, Catrin – Cogent Education, 2018
The aim of this study was to evaluate whether an ice-skating exergame can stimulate intercultural social interaction between refugees and Dutch children in controlled play sessions organized at elementary schools. We conducted an exploratory qualitative study based on observations of exergame play sessions and structured interviews conducted after…
Descriptors: Athletics, Games, Elementary School Students, Refugees
Merilampi, Sari; Koivisto, Antti; Sirkka, Andrew – British Journal of Educational Technology, 2018
This paper presents the Design for Somebody (DfS) philosophy targeted to iterative, user-oriented development of solutions for special user groups. In this article, the DfS is discussed using a game development context. The paper gives concrete examples how the DfS can be used in developing motivating serious games. The paper presents three games…
Descriptors: Instructional Design, Educational Games, Learning Experience, Users (Information)
Henricks, Thomas S. – American Journal of Play, 2018
The author counters the common descriptions of play as endlessly diverse, ambiguous, and even paradoxical by describing it as a fundamental experience comparable to three others--ritual, work, and communitas. Play, he argues, entails a distinctive strategy of self-realization and a strategy for living. He first examines four basic types of…
Descriptors: Play, Self Actualization, Ceremonies, Teaching Methods
Muijen, Heidi S. C. A.; Brohm, René – British Journal of Guidance & Counselling, 2018
We put forward Art-Dialogue-Methods (ADM) as an inquiry for practical wisdom within communities. It draws from a series of methodological traditions like artistic inquiry, participatory action research and narrative research. The practice of ADM could facilitate healing processes in fractured communities and organisations in today's world. ADM…
Descriptors: Moral Values, Postmodernism, Art Therapy, Dialogs (Language)
Halmatov, Medera – Universal Journal of Educational Research, 2018
Relationships with others are not always easy and harmonious. Already in the kindergarten group, there are many conflicts between children, which are the result of a distorted way of developing interpersonal relationships. It is the most important task of the educator, parent and psychologist--to recognize these dangerous trends and help the child…
Descriptors: Preschool Children, Kindergarten, Conflict, Conflict Resolution
Seiter, John S.; Gass, Robert H.; Seiter, Christian R. – Communication Teacher, 2018
Courses: Persuasion, Compliance Gaining. Objectives: In this single-class activity, based loosely on the video-game sensation Pokémon GO, students learn about, enact, and "capture" a variety of compliance-gaining tactics. Along the way, they gain awareness of various approaches to persuasion, the implications of using such approaches,…
Descriptors: Persuasive Discourse, Class Activities, Video Games, Compliance (Psychology)
Holman, Caitlin – ProQuest LLC, 2018
Gameful course design creates learning environments that support student motivation, drawing inspiration from well-designed games. This dissertation establishes the theoretical framework on which gameful pedagogy is founded. One key piece of gameful course design is that the instructor creates opportunities for students to make decisions about how…
Descriptors: Instructional Design, Games, Student Characteristics, Student Behavior
Melkonian, Vardges – PRIMUS, 2019
This paper discusses a game that can be used for introducing the binary representation of integers in an interactive and fun environment. The game is introduced in the way it is presented in an undergraduate Discrete Mathematics class. Variations of the game are discussed, particularly its extension to base-three representation of integers. It is…
Descriptors: Mathematics Instruction, College Mathematics, Undergraduate Study, Educational Games
Lindberg, Renny S. N.; Laine, Teemu H.; Haaranen, Lassi – British Journal of Educational Technology, 2019
An increasing number of countries have recently included programming education in their curricula. Similarly, utilizing programming concepts in gameplay has become popular in the videogame industry. Although many games have been developed for learning to program, their variety and their correspondence to national curricula remain an uncharted…
Descriptors: Programming, Computer Science Education, Elementary Secondary Education, Guidelines
Birky, Beth – Strategies: A Journal for Physical and Sport Educators, 2019
All teachers whether in teacher training, field experience, student teaching, substitute teaching or covering a class; need an arsenal of short activity breaks aimed at increasing heart rate for students, or for allowing a "brain boost" for better focus, creativity and to become more mentally productive. Brain boosters are examples of…
Descriptors: Physical Activities, Brain, Class Activities, Games
Wibowo, Agung Prasetyo; Nababan, M. R.; Santosa, Riyadi; Kristina, Diah – Journal of Social Studies Education Research, 2019
Studies conducted on localization quality assessment (LQA) on video games from interdisciplinary perspectives, dominantly employ studies on media, demarcating it from their derivative concerns like environmental issues. We argue that LQA on video games requires reconstruction from eco-criticism perspectives, because electronic waste (E-waste) of…
Descriptors: Quality Control, Video Games, Educational Technology, Technology Uses in Education

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