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Pilar, Ladislav; Moulis, Pavel; Pitrová, Jana; Bouda, Petr; Gresham, George; Balcarová, Tereza; Rojík, Stanislav – Journal on Efficiency and Responsibility in Education and Science, 2019
The aim of this paper is to examine the communication content of Instagram social network users, on the basis of the hashtags they use relating to gamification and to define communities within the network in the context of education. The results are based on the analysis of Instagram's worldwide social network. Primary data were collected using…
Descriptors: Social Media, Photography, Computer Mediated Communication, Telecommunications
Benedict, Cathy; O'Leary, Jared – Action, Criticism, and Theory for Music Education, 2019
Recent initiatives by for-profit corporations and funding measures instituted by governments intend to support the preparation of students for careers in computer science and technology. Although such initiatives and measures can indeed increase opportunities for students' engagement with computer science and technology in K-12 schools, we…
Descriptors: Music, Music Education, Music Teachers, Freedom
Ward, Monica; Mozgovoy, Maxim; Purgina, Marina – International Journal of Game-Based Learning, 2019
Learning a language is challenging and it is important that learners be kept motivated throughout the process. Many Irish primary school children are not particularly motivated to learn the language and there are few computer assisted language learning (CALL) resources available to them. WordBricks is an app that enables learners to construct only…
Descriptors: Irish, Elementary School Students, Computer Assisted Instruction, Game Based Learning
VanWeelden, Kimberly; Davis, Virginia Wayman; Singletary, Laura – General Music Today, 2019
Secondary general music is hard to define. For some, this denotes an accelerated version of elementary general music or a decelerated version of a college music appreciation course. Others view this as any nontraditional ensemble geared for middle or high school students, such as guitar, keyboard, or steel pans. Still, for others, secondary…
Descriptors: Music, Music Education, Secondary School Students, Musical Instruments
Özdener, Nesrin; Demirci, Fatih – Technology, Knowledge and Learning, 2019
The use of mobile applications which are developed for smartphones and tablets is increasing. They use special features of the devices such as integrated cameras, geopositioning, and location and orientation sensors. The purpose of this study is to examine students' opinions on using an educational mobile application which is supported by sensors…
Descriptors: Computer Software, Student Attitudes, Telecommunications, Handheld Devices
Hazar, Zekihan – Asian Journal of Education and Training, 2019
The aim of this study is to investigate the relationship between digital game addiction and the motivation for digital game-playing, and to develop suggestions towards the solution of the research problem through the relationship between these two concepts. The study is designed according to the quantitative research method and the relational…
Descriptors: Computer Games, Addictive Behavior, Motivation, Elementary School Students
McCombs, Kristin – ProQuest LLC, 2019
The purpose of this study was to examine how gender pairings affect performance and attitudes in a serious gaming task. By identifying factors that can improve performance and attitudes of middle school students in STEM, it is hoped that the gender gap can be minimized. Male-male pairs had the highest scores for game progress, but there were no…
Descriptors: Educational Games, Gender Differences, Gender Issues, Scores
Kovacic, Joseph – ProQuest LLC, 2019
The purpose of this quantitative, non-experimental correlational study was to evaluate the influences of video gaming activities on information technology enrollment at the post-secondary education level. The research entailed an examination of the relationships between video gaming, information technology academic entry, behavioral intention to…
Descriptors: Undergraduate Students, Video Games, Information Technology, Usability
Lee, Steven Fong-yi – ProQuest LLC, 2019
In this dissertation I argue that truth-conditional semantics for vague predicates, combined with a Bayesian account of statistical inference incorporating knowledge of truth-conditions of utterances, generates false predictions regarding negations and metalinguistic inference. I thus propose a fundamentally probabilistic semantics for vagueness…
Descriptors: Semantics, Bayesian Statistics, Metalinguistics, Language Usage
Nebel, Steve; Schneider, Sascha; Beege, Maik; Kolda, Franziska; Mackiewicz, Valerie; Rey, Günter Daniel – Educational Technology Research and Development, 2017
Complex, multimedia software such as educational videogames offer a wide range of elements to modify learner behavior. The adjustment of such software might support learning, especially in complex settings like collaborative or cooperative scenarios. Coming from a theoretical background of educational psychology, our experiment seeks to implement…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Cooperative Learning
DiCerbo, Kristen E. – Journal of Applied Testing Technology, 2017
While game-based assessment offers new potential for understanding the processes students use to solve problems, it also presents new challenges in uncovering which player actions provide evidence that contributes to understanding about students' knowledge, skill, and attributes that we are interested in assessing. A development process that…
Descriptors: Educational Games, Evaluation Methods, Educational Technology, Technology Uses in Education
Scoular, Claire; Care, Esther; Awwal, Nafisa – Electronic Journal of e-Learning, 2017
With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…
Descriptors: Educational Games, Computer Games, Scoring, Cooperative Learning
McCaffrey, Tony; Matthews, Percival G. – Mathematics Teacher, 2017
In this article, the authors discuss the potential of the icon-based mathematical games, emoji math and mobile math, to promote student engagement with and understanding of algebra. They describe how these games serve as accessible entry points for algebraic thinking and that, in contrast to traditional symbolic algebra, the use of these…
Descriptors: Mathematics Instruction, Algebra, Educational Technology, Technology Uses in Education
Garneli, Varvara; Giannakos, Michail; Chorianopoulos, Konstantinos – British Journal of Educational Technology, 2017
Research into educational technology has evaluated new computer-based systems as tools for improving students' academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for attracting students with different needs and expectations. In this field study, we empirically examined different forms…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
Barr, Matthew – Online Submission, 2017
This study measured the effects of playing commercial video games on the development of the desirable skills and competences sometimes referred to as 'graduate attributes'. Undergraduate students in the Arts and Humanities were randomly assigned to either an intervention or a control group. Previously validated, self-report instruments to measure…
Descriptors: Video Games, Skill Development, Job Skills, Undergraduate Students

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