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Schaffernak, Harald; Moesl, Birgit; Vorraber, Wolfgang; Koglbauer, Ioana Victoria – Education Sciences, 2020
The goal of carrying out this work was to identify potential application areas for augmented reality (AR) in pilot education by addressing gender preferences. Like the field of engineering, the aviation industry is dominated by men. Because the aviation industry forecasts a high demand for pilots, it is highly desirable to address gender diversity…
Descriptors: Simulated Environment, Physical Environment, Synthesis, Computer Simulation
Williams, John; Pill, Shane – Journal of Teaching in Physical Education, 2020
Purpose: To explore a teacher educator professional learning opportunity within the context of a taught unit of work at a government primary school in Canberra, Australia's national capital. The unit of work focus was a traditional Australian Aboriginal game taught using a Game Sense Approach to deliver a socially just version of quality physical…
Descriptors: Social Justice, Physical Education, Epistemology, Teaching Methods
Biswas, Gautam; Rajendran, Ramkumar; Mohammed, Naveeduddin; Goldberg, Benjamin S.; Sottilare, Robert A.; Brawner, Keith; Hoffman, Michael – IEEE Transactions on Learning Technologies, 2020
Intelligent learning environments can be designed to support the development of learners' cognitive skills, strategies, and metacognitive processes as they work on complex decision-making and problem-solving tasks. However, the complexity of the tasks may impede the progress of novice learners. Providing adaptive feedback to learners who face…
Descriptors: Decision Making, Difficulty Level, Hierarchical Linear Modeling, Cognitive Processes
de la Peña Esteban, F. David; Lara Torralbo, Juan A.; Lizcano Casas, David; Burgos García, María Concepción – Journal of Computing in Higher Education, 2020
Problem-solving is one of the biggest challenges that students can find in an Engineering degree. Information and communication technologies are of great use in this regard, providing learners with tools that complement their study and facilitate skills acquisition. A good strategy to enhance student motivation towards problem-solving is to use…
Descriptors: Engineering Education, Game Based Learning, Web Based Instruction, Computer Simulation
Bustamante, Andres S.; Schlesinger, Molly; Begolli, Kreshnik Nasi; Golinkoff, Roberta M.; Shahidi, Nabil; Zonji, Shekufeh; Riesen, Cristina; Evans, Natalie; Hirsh-Pasek, Kathy – Developmental Psychology, 2020
Science, technology, engineering, and math (STEM) focused language and interactions build a foundation for later STEM learning. This study examines the ability of the life-size math and science board game "Parkopolis" to foster STEM language and interaction in young children and their families. This study is part of a larger initiative…
Descriptors: STEM Education, Educational Games, Interaction, Family Involvement
Davison, Patrick; Bulger, Monica; Madden, Mary – Joan Ganz Cooney Center at Sesame Workshop, 2020
The tween and teen years are critical as youth explore and begin to form their identities. With "By/With/For Youth: Inspiring Next Gen Public Media Audiences," the Joan Ganz Cooney Center at Sesame workshop and the Corporation for Public Broadcasting seek to more deeply understand the current media habits of tweens and teens in order to…
Descriptors: Preadolescents, Early Adolescents, Mass Media, Mass Media Effects
Bustamante, Andres S.; Schlesinger, Molly; Begolli, Kreshnik Nasi; Golinkoff, Roberta M.; Shahidi, Nabil; Zonji, Shekufeh; Riesen, Cristina; Evans, Natalie; Hirsh-Pasek, Kathy – Grantee Submission, 2020
Science, Technology, Engineering, and Math (STEM) focused language and interactions build a foundation for later STEM learning. This study examines the ability of a life-size math and science board game "Parkopolis" to foster STEM language and interaction in young children and their families. This study is part of a larger initiative…
Descriptors: STEM Education, Educational Games, Interaction, Family Involvement
Swart, Michael I.; Schenck, Kelsey E.; Xia, Fangli; Kwon, Oh Hoon; Nathan, Mitchell J.; Vinsonhaler, Rebecca; Walkington, Candace – Grantee Submission, 2020
Proof, though central to mathematical practice, is rarely explored through the lens of embodiment because of the centrality of abstraction and generalization. We use the case of a high school geometry student to investigate two research questions: (1) How do embodied processes facilitate mathematical learning? (2) How can generalized mathematical…
Descriptors: Video Games, Mathematics Skills, Geometry, Mathematics Instruction
Jost, Patrick – International Association for Development of the Information Society, 2020
Exploratory learning has become a widely applied, pedagogical concept. One approach to encourage exploratory knowledge creation are situated game experiences. Putting learners in quest-based environments can thereby support engagement through exploration and at the same time, allow for a variety of supportive learning strategies. However,…
Descriptors: Misinformation, Game Based Learning, Learner Engagement, Learning Strategies
Techmicial M. Robinson – ProQuest LLC, 2020
Educators are striving to use instructional methods that engage and motivate students in online coursework. Recent studies have not addressed whether the use of games as an instructional strategy is associated with improving students' motivation and engagement to learn at the community college level. The purpose of this qualitative…
Descriptors: Community College Students, Game Based Learning, Student Attitudes, Teaching Methods
David William Hooks – ProQuest LLC, 2020
This qualitative action research dissertation was an endeavor to strengthen the practitioner-researcher's ability to foster collaboration skills among eighth grade students in his elective science, technology, engineering, and mathematics (STEM) class. The research question that anchored this study was: To what extent can I foster effective…
Descriptors: Cooperation, Group Activities, Middle School Students, Technology Uses in Education
Chris Vicari – International Journal of Designs for Learning, 2020
The American Museum of Natural History (AMNH) in New York City implemented a science-based curriculum pairing augmented reality (AR) with a student-designed escape room experience to support astronomy learning. AR has the potential to simplify complex systems into digestible concepts. Designing an escape room experience provided students with an…
Descriptors: Student Empowerment, Design, Science Instruction, Computer Simulation
Westera, Wim – Education and Information Technologies, 2016
This paper is about performance assessment in serious games. We conceive serious gaming as a process of player-lead decision taking. Starting from combinatorics and item-response theory we provide an analytical model that makes explicit to what extent observed player performances (decisions) are blurred by chance processes (guessing behaviors). We…
Descriptors: Performance Based Assessment, Games, Item Response Theory, Scores
Rushby, Nick – Educational Technology, 2016
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Descriptors: Computer Simulation, Educational Games, Educational Technology, Evaluation Methods
J. C. Bunch; J . Shane Robinson; M. Craig Edwards; Pavlo D. Antonenko – Journal of Human Sciences & Extension, 2016
This study's purpose was to compare the effectiveness of the traditional, lecture and discussion method to a digital game-based learning (DGBL) approach on students' near and far knowledge transfer abilities in agriculture and mathematics regarding a unit on swine diseases in animal science courses. Two research questions guided the study, which…
Descriptors: Computer Games, Transfer of Training, Agricultural Education, Secondary School Students

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