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 |
Jenson, Jennifer; Droumeva, Milena – Electronic Journal of e-Learning, 2016
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on "game construction" pedagogy as a vehicle for enhancing…
Descriptors: Media Literacy, Computation, Thinking Skills, Foreign Countries
Meletiou-Mavrotheris, Maria; Prodromou, Theodosia – Technology, Knowledge and Learning, 2016
The paper reports the main insights from a study aimed at equipping a group of pre-service teachers with the knowledge, skills, and practical experience required to effectively integrate educational games within the mathematics curriculum. An instructional intervention based on the Technological Pedagogical and Content Knowledge framework was…
Descriptors: Educational Games, Preservice Teachers, Teacher Education, Teaching Methods
Barbara Bruschi; Theofild-Andrei Lazar; Manuela Repetto; Fabiola Camandona; Melania Talarico; Damaris Baciu; Simone Zamarian – International Association for Development of the Information Society, 2024
This study presents an innovative approach to promoting the international attractiveness of the University of Turin (UniTo) through synergy with the University of the West Timi?oara in the "UNITorientA" project. In particular, the focus is developing a gamified virtual tour to offer students an interactive immersion in university spaces.…
Descriptors: Game Based Learning, Universities, Philosophy, Departments
Rebekah R. Ingram; Ryan T. Ransom; Kahente Horn-Miller – Canadian Journal of Applied Linguistics / Revue canadienne de linguistique appliquée, 2024
The Atlas of Kanyen'kehá:ka Space project (Kanyen'kehá:ka Nation, 2020; see www.mohawkatlas.org) launched in 2019 for the purposes of preserving Kanyen'kéha (Mohawk language) place names and related landscape terminology. Built using Nunaliit, a community mapping framework developed by Carleton University's Geomatics and Cartographic Research…
Descriptors: Place Based Education, Eskimo Aleut Languages, American Indian Languages, Atlases
Neville, David O. – ReCALL, 2015
The article reports on a mixed-methods study evaluating the use of a three-dimensional digital game-based language learning (3D-DGBLL) environment to teach German two-way prepositions and specialized vocabulary within a simulated real-world context of German recycling and waste management systems. The study assumed that goal-directed player…
Descriptors: Mixed Methods Research, Educational Games, Video Games, Computer Games
Marchetti, Emanuela; Valente, Andrea – Electronic Journal of e-Learning, 2015
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…
Descriptors: Educational Technology, Elementary School Students, Video Games, Computer Games
Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
Williams, Skip M.; Hannon, James C. – Physical Educator, 2018
This study compared physical activity levels of junior high school physical education students participating in coeducational and same-sex PE classes that followed the Tactical Games Model. A total of 446 students, aged 11 to 16 years old, enrolled in the seventh to ninth grades from one junior high school participated. Each student participated…
Descriptors: Physical Activity Level, Coeducation, Physical Education, Educational Games
Shonfeld, Miri; Greenstein, Yoram – British Journal of Educational Technology, 2021
This paper focuses on student attitudes about using a virtual world (VW) learning platform. VWs allow students to meet via avatars and experience events that simulate real social experiences. It can also enhance student motivation, learning and collaboration. However, studies have reported that many students and teachers find VW difficult to use,…
Descriptors: Preservice Teachers, College Students, Student Attitudes, Computer Simulation
Holdsworth, Nadine – Research in Drama Education, 2021
In 2019 a pilot project called 'Homeless Monopoly' evolved in Coventry to investigate how arts methodologies, dramatic scenarios and gamification could be used to raise awareness in young people regarding homelessness. This article investigates the origins and collaborative development of this project, but specifically focuses on how piloting the…
Descriptors: Drama, Resilience (Psychology), Homeless People, At Risk Persons
Cheng, Mengmeng; Su, Chien-Yuan; Kinshuk – Journal of Educational Computing Research, 2021
Integrating science learning with game experience and physical manipulatives not only overcomes the rigidity of traditional teaching, but also makes the learning experience pleasant for students and improves their science inquiry ability. Today, with the popularization of mobile devices and technology, both the value and feasibility of gamified…
Descriptors: Junior High School Students, Educational Technology, Technology Uses in Education, Handheld Devices
Soboleva, Elena V.; Suvorova, Tatyana N.; Zenkina, Svetlana V.; Bocharov, Mikhail I. – European Journal of Contemporary Education, 2021
The problem that the given paper aims to solve is associated with the need to resolve the contradiction between the requirements of the digital economy for a high level of computational thinking of specialists of the future and an insufficiently developed methodological base for training graduates that meets these requirements. The purpose of the…
Descriptors: Computer Games, Computer Science Education, Computer Software, Specialists
Belin, Kate; Ferrell, Courtney – Journal of Mathematics Education at Teachers College, 2021
Teaching gerrymandering in our high school geometry classrooms provides students with a unique opportunity to use mathematics to describe, analyze and make sense of the world around them. Our purpose is to provide our students the opportunity to apply learned definitions and formulas of area and perimeter to a sociopolitical context. We present a…
Descriptors: Mathematics Instruction, Secondary School Mathematics, High School Students, Geometry
Parks, Amy Noelle; Tortorelli, Laura – Journal of Research in Childhood Education, 2021
Interest in providing one-to-one technology to students is increasing, particularly in low-income schools. This study examined the impact of one such approach on kindergartners' math and literacy development during an academic year in a small urban public school district. A district-wide outreach program provided tablets to every kindergarten…
Descriptors: Access to Computers, Kindergarten, Preschool Children, Urban Schools
Bagès, Céline; Hoareau, Natacha; Guerrien, Alain – Journal of Research in Childhood Education, 2021
The purpose of this article is to determine the effectiveness of role-playing games (RPGs) as an intervention program to reduce bullying. Eighty-six French 6th-graders were randomly assigned to either the empathy training program involving three RPG sessions of 60 minutes or to the control condition in which students benefited from three sessions…
Descriptors: Bullying, Role Playing, Intervention, Behavior Modification

Peer reviewed
Direct link
