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Stieler-Hunt, Colleen J.; Jones, Christian M. – Technology, Pedagogy and Education, 2017
Significant barriers to using digital games in classrooms exist despite evidence to indicate digital games can enhance academic achievement. This qualitative, grounded theory study purports an interpretive understanding of the experiences of 13 Australian teachers who have used immersive digital games (IDGs) in the classroom. These teachers…
Descriptors: Educational Games, Educational Technology, Computer Games, Semi Structured Interviews
Markey, Patrick M.; Ferguson, Christopher J. – American Journal of Play, 2017
In this excerpt from their new book, "Moral Combat: Why the War on Violent Video Games Is Wrong" (BenBella Books, 2017), the authors present an argument in defense of video games while dispelling the myth that such games lead to real-world violence. The authors define and examine moral panics and provide guidelines for identifying and…
Descriptors: Video Games, Violence, Fear, Moral Issues
Cruz, Sónia; Carvalho, Ana Amélia A.; Araújo, Inês – Education and Information Technologies, 2017
This paper presents a game designed to support teaching and learning of Portuguese History to 6th grade students. Firstly, a state of the art of mobile game-based learning for History is presented. Then we describe shortly the research carried out which aimed at the analysis of the games most played by students, followed by the identification of…
Descriptors: Teaching Methods, Foreign Countries, Handheld Devices, Telecommunications
Ensmann, Suzanne Y. – ProQuest LLC, 2017
Systemic sustainable change does not happen overnight but begins with the diffusion of knowledge and changing of attitudes (Rogers, 2010). Additionally, games can educate while adjusting attitudes (Gee, 2008; Jones, 2008). For these reasons, this project designed a Digital Game-Based Learning (DGBL) prototype to teach about the basic human rights…
Descriptors: Student Empowerment, Educational Games, Computer Games, Civil Rights
Debabi, Wassila; Champagnat, Ronan – International Association for Development of the Information Society, 2017
Serious games seem to be a promising alternative to traditional practices for learning. Recently, their use in computer science education and learning programming became more widespread. Actually, many students in programming courses have difficulties to master all required competencies and skills especially at introductory level and games have…
Descriptors: Computer Games, Educational Games, Computer System Design, Computer Science Education
Ercis, Sertaç; Sirinkan, Ahmet; Önal, Levent – Journal of Educational Issues, 2021
The aim of this research is to investigate the effect of inclusive play and special movement education applied to disadvantaged and peer preschool children in Erzurum city center on their basic skills. 22 students (10 disadvantaged children + 12 peer group children) consisting of disadvantaged children and peer children who were educated in…
Descriptors: Foreign Countries, Inclusion, Play, Preschool Children
Chen, I. Chien; Rocha-Beverly, Christel; Schneider, Barbara – Education and Information Technologies, 2021
Init2Winit is a gamified mobile application designed to promote college and career knowledge among adolescents. Init2Winit offers students multiple opportunities to explore college and career pathways using game tunnels; this tunnel play informs students' understanding of how mis/aligned choices can have varying consequences for their future. Our…
Descriptors: Telecommunications, Handheld Devices, Educational Games, Adolescents
Terrell, Cassidy R.; Nickodem, Kyle; Bates, Alison; Kersten, Cassandra; Mernitz, Heather – Biochemistry and Molecular Biology Education, 2021
Introductory biochemistry courses are often challenging for students because they require the integration of chemistry, biology, physics, math, and physiology knowledge and frameworks to understand and apply a large body of knowledge. This can be complicated by students' persistent misconceptions of fundamental concepts and lack of fluency with…
Descriptors: Biochemistry, Science Instruction, Scientific Concepts, Misconceptions
Alves, Elia Elisa Cia; Silva, Ana Paula Maielo; Barbosa, Gabriela Gonçalves – Journal of Political Science Education, 2021
This paper focuses on an analysis of an application of active learning in the international relations (IR) classroom. We present an experience of the so-called Challenge Game that allows the professor to explore analytical categories and basic assumptions of realist theory of IR. In addition, describing the operation of the game in its basic…
Descriptors: Active Learning, Teaching Methods, International Relations, Political Science
Seremet, Mehmet; Haigh, Martin; Cihangir, Emine – Journal of Geography in Higher Education, 2021
Geocapabilities developed during team project-based fieldwork add value to Tourism Geography service modules in professional Tourism and Hospitality Management curricula. This article is based on a case-study in Turkish Higher Education. Here, variations on the Prisoner's Dilemma were used to confront learners with some 'wicked problems' they may…
Descriptors: Thinking Skills, Problem Solving, Teamwork, Group Dynamics
Blundell, Christopher N. – Assessment in Education: Principles, Policy & Practice, 2021
This paper presents a scoping review of, firstly, how teachers use digital technologies for school-based assessment, and secondly, how these assessment-purposed digital technologies are used in teacher- and student-centred pedagogies. It draws on research about the use of assessment-purposed digital technologies in school settings, published from…
Descriptors: Computer Uses in Education, Student Evaluation, Student Centered Learning, Computer Assisted Testing
Quevedo Gutiérrez, Eduardo; Zapatera Llinares, Alberto – Education Sciences, 2021
The objective of this research is to study the "Scratch" programming language as a didactic tool to teach functions. The introduction of didactic tools allowing comprehension in simple and attractive ways is required. Given the traditional teaching/learning system, it is necessary to organize participatory and collaborative dynamic…
Descriptors: Mathematics Instruction, Teaching Methods, Programming Languages, Mathematical Concepts
Parkes, Craig; Hemphill, Michael A. – Journal of Teaching in Physical Education, 2021
Purpose: To investigate the existence of fitness orientations among preservice teachers (PTs) and to identify what has influenced these orientations. Methods: The participants were 14 undergraduate PTs enrolled in a physical education teacher education games methods course in the Northeast United States. Qualitative data were collected through…
Descriptors: Preservice Teachers, Student Attitudes, Physical Fitness, Socialization
Puente-Maxera, Federico; Méndez-Giménez, Antonio; de Ojeda, Diego Martínez – European Physical Education Review, 2021
Sport Education is a curriculum model designed to provide all students with authentic sport experiences, regardless of their individual characteristics. Research showing the effectiveness of the model in promoting physical activity (PA) levels is still scant. In addition, interventions have mostly included invasion games as the main content, thus…
Descriptors: Physical Education, Athletics, Physical Activity Level, Games
Thorson, Jill C.; Morgan, James L. – Journal of Child Language, 2021
Our motivation was to examine how toddler (2;6) and adult speakers of American English prosodically realize information status categories. The aims were three-fold: (1) to analyze how adults phonologically make information status distinctions; (2) to examine how these same categories are signaled in toddlers' spontaneous speech; and (3) to analyze…
Descriptors: Intonation, Suprasegmentals, Toddlers, Preferences

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