Publication Date
| In 2026 | 1 |
| Since 2025 | 594 |
| Since 2022 (last 5 years) | 3068 |
| Since 2017 (last 10 years) | 6967 |
| Since 2007 (last 20 years) | 11785 |
Descriptor
| Educational Games | 9519 |
| Teaching Methods | 5516 |
| Games | 5082 |
| Foreign Countries | 4923 |
| Video Games | 2748 |
| Computer Games | 2603 |
| Game Based Learning | 2557 |
| Educational Technology | 2419 |
| Learning Activities | 2184 |
| Student Attitudes | 2062 |
| Simulation | 2013 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 2430 |
| Teachers | 1547 |
| Students | 184 |
| Researchers | 175 |
| Parents | 157 |
| Media Staff | 61 |
| Administrators | 55 |
| Policymakers | 40 |
| Counselors | 17 |
| Community | 14 |
| Support Staff | 7 |
| More ▼ | |
Location
| Turkey | 481 |
| Australia | 360 |
| Taiwan | 299 |
| Canada | 271 |
| United Kingdom | 237 |
| Spain | 232 |
| China | 210 |
| Indonesia | 198 |
| United States | 173 |
| California | 162 |
| Germany | 145 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 20 |
| Meets WWC Standards with or without Reservations | 31 |
| Does not meet standards | 17 |
Tärning, Betty; Silvervarg, Annika; Gulz, Agneta; Haake, Magnus – International Journal of Artificial Intelligence in Education, 2019
This study examines the effects of teachable agents' expressed self-efficacy on students. A total of 166 students, 10- to 11-years-old, used a teachable agent-based math game focusing on the base-ten number system. By means of data logging and questionnaires, the study compared the effects of high vs. low agent self-efficacy on the students'…
Descriptors: Self Efficacy, Elementary School Students, Intelligent Tutoring Systems, Mathematics Instruction
Türkoglu, Bengü – Journal of Education and Training Studies, 2019
The main aim of this study was to qualitatively analyze preschool teachers' opinions about the aggressive behaviors of children in the classroom. The phenomenology design, one of the qualitative research methods, was used in the study. 46 preschool teachers selected by the maximum diversity sampling method constituted the study group. The data of…
Descriptors: Preschool Teachers, Teacher Attitudes, Preschool Children, Behavior Problems
Yli-Piipari, Sami; Manninen, Mika; Smith, Bennett L.; Hollibaugh, Casey; Chambliss, Heather; Udwadia, Jon – JTRM in Kinesiology, 2019
This study examined the effectiveness of a physical activity (PA) intervention among obese Hispanic children delivered by a free mobile phone game application (app) recommended by a pediatrician. A sample of 40 (age M=10.16[2.01] years) children participated in this pilot study. Pre- and posttest data were collected on participants' PA attitudes,…
Descriptors: Physical Activities, Intervention, Obesity, Hispanic Americans
Brau, Rebekah Inez; Gardner, John W.; Webb, G. Scott; McDonald, Jason K. – Decision Sciences Journal of Innovative Education, 2019
We develop a single-class period learning game for the Plan-Do-Study-Act (PDSA) improvement cycle. The experiential activity walks teams through the PDSA problem-solving process as they create paper American footballs and improve their performance using each step of the cycle. The game is one of the first to focus on PDSA. Key benefits include…
Descriptors: Supply and Demand, Class Activities, Educational Games, Experiential Learning
Olmstead, Matt – Physics Teacher, 2019
Throughout students' careers in physics, there are some topics that they learn multiple times and in multiple ways, and other topics that are briefly, if at all, discussed. I wanted to have the students think about all of the different physics topics they had learned in, most likely, a new way. Games have been used as a way to learn new physics…
Descriptors: Physics, Science Instruction, Scientific Concepts, Teaching Methods
Almeida, Fernando; Simoes, Jorge – Contemporary Educational Technology, 2019
Education 4.0 is a new educational paradigm that intends to address the needs and potentialities of the fourth industrial revolution. Education 4.0 builds on the concept of learning by doing, in which students are encouraged to learn and discover different things in singular ways based on experimentation. This study intends to analyze the role of…
Descriptors: Educational Games, Industry, Educational Change, Higher Education
Lane, W. Brian – Physics Teacher, 2019
In tabletop games involving dice, it is important to ensure randomness of the dice rolls and to protect other gaming elements from being scattered by rolling dice. One way of ensuring random rolls and protecting gaming elements is to drop dice into a dice-rolling tower ("dice tower"). A dice tower is usually small (20 cm by 20 cm) and…
Descriptors: Science Instruction, Physics, Educational Games, Manipulative Materials
Wiskow, Katie M.; Matter, Ashley L.; Donaldson, Jeanne M. – Journal of Applied Behavior Analysis, 2019
The Good Behavior Game (GBG) is a popular group contingency implemented to decrease disruptive behavior in classrooms. However, despite numerous replications of the GBG, there are few direct comparisons evaluating the effectiveness of specific components of the GBG. In the present study, we directly compared the type of feedback delivered during…
Descriptors: Educational Games, Student Behavior, Preschool Children, Classroom Techniques
Cheng, Yung-Hsun; Hsu, Shih-Lung – Youth & Society, 2019
The purpose of this study is to investigate whether gender traits have any influence on the awareness of cultural codes, the motivation of playing online games, and the degrees of commitment for primary school upper graders. Of 390 students surveyed in Taiwan, a total of 364 questionnaires were returned with 356 being considered valid. The main…
Descriptors: Individual Characteristics, Gender Differences, Masculinity, Femininity
Simsek, Ufuk; Baydar, Askin – International Online Journal of Education and Teaching, 2019
Classroom practices of teachers are affected by their personal epistemological beliefs and cooperative learning methods are taking a large place in today's education world. By implementing two different cooperative learning methods in a college of education course, this study examined the effects of jigsaw and teams games tournaments (TGT) on…
Descriptors: Teaching Methods, Cooperative Learning, Preservice Teacher Education, Preservice Teachers
McCallister, Alice – ProQuest LLC, 2019
Organizational demand for integrating gamification into existing electronic learning platforms has increased. The increased demand for gamification has become an issue for IS professionals when they must integrate it into electronic learning systems. This qualitative single case study explored the technical challenges information systems (IS)…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Information Systems
Kang, Jina; An, Dongwook; Yan, Lili; Liu, Min – International Educational Data Mining Society, 2019
Collaborative problem-solving (CPS) as a key competency required in the 21st century. There has been an increasing need to understand CPS since it involves not only cognitive but also social processes, and thus its process is difficult to examine. Recent research has highlighted that computer-based learning environments provide an opportunity for…
Descriptors: Cooperative Learning, Problem Solving, Science Education, Educational Games
Sturm, Ryan M. – ProQuest LLC, 2019
Social studies instructional experts have called for a move from a knowledge-based curriculum to conceptually-driven inquiry, though tools for educators in meeting this challenge are lacking. Simulations are potentially a powerful inquiry tool to transform students' ways of seeing the world through realistic interactions with complex social…
Descriptors: Educational Games, Social Studies, Inquiry, Active Learning
Stratton, Kasee K.; Gadke, Daniel L.; Morton, Reeva C. – Journal of Applied School Psychology, 2019
The authors investigated the implementation of the Good Behavior Game (GBG) on disruptive behaviors of high school special education students. Additionally, the study compared the effect of student-selected rewards versus teacher-selected rewards. A multielement withdrawal (A/[B + C]/A/[B + C]) design was used in the classroom to monitor behavior…
Descriptors: High School Students, Special Education, Student Behavior, Rewards
Alam, Md. I.; Malone, Lauren; Nadolny, Larysa; Brown, Michael; Cervato, Cinzia – Journal of Computer Assisted Learning, 2023
Background: The substantial growth in gamification research has connected gamified learning to enhanced engagement, improved performance, and greater motivation. Similar to gamification, personalized learning analytics dashboards can enhance student engagement. Objectives: This study explores the student experiences and academic achievements using…
Descriptors: Academic Achievement, Game Based Learning, Introductory Courses, STEM Education

Peer reviewed
Direct link
