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Johnson, Emily Kuzneski – Journal of Science Education and Technology, 2019
This study employed mixed methods to investigate the efficacy of scaffolding self-regulated learning prompts within a whole-body educational game, "Waves." This game was designed to teach middle school-aged children basic concepts of waves by moving their bodies to mimic the motions of waves, physically experiencing different velocities…
Descriptors: Scaffolding (Teaching Technique), Science Instruction, Educational Games, Middle School Students
Song, Yi; Sparks, Jesse R. – Journal of Educational Computing Research, 2019
This project aimed to develop an engaging formative assessment that simulates the social and dialogic processes that are often missing in traditional instruction and assessment of argumentation. In this article, we describe the design of an argumentative reasoning task within a scenario-based assessment enhanced with game elements…
Descriptors: Persuasive Discourse, Educational Games, Thinking Skills, Middle School Students
Suganob, Irene Divinagracia – Journal of Science and Mathematics Education in Southeast Asia, 2019
Purpose: This study reports the effects of the developed localized mobile game "Hangaway Game" on the performance of Grade 11 students in Statistics and Probability. Methodology: The quasi-experimental design of research (Ary, Jacobs, & Razavish, 1996) was used in this study. Prior to the conduct of research, the mobile game…
Descriptors: Grade 11, Secondary School Mathematics, Mathematics Instruction, Telecommunications
Markanastasakis, Christina – Research-publishing.net, 2019
Students in higher education should work on acquiring academic vocabulary as this is essential to skilfully communicating with other members of the academic community. Vocabulary acquisition is an essential but frequently neglected process due to the intensity, time pressure, and high stakes of short, assessment-based English for Academic Purposes…
Descriptors: Vocabulary Development, Language Acquisition, Educational Games, English for Academic Purposes
Brenner, Laurence – ProQuest LLC, 2019
"Playing With Dragons: Using Role-playing Games to Support Academic Objectives" explores how table role-playing games might positively impact the attainment of classroom learning objectives. This paper begins with an exploration of what a table role-playing game is, and compares it to educational theatre techniques, primarily process…
Descriptors: Role Playing, Teaching Methods, Educational Objectives, Game Based Learning
Barna, Balázs; Fodor, Szabina – International Association for Development of the Information Society, 2019
Using an e-learning system as an educational tool has become a common practice among university courses. A well-structured e-learning system can not only support the course as a storage place of materials but can help the students to learn the given subjects. The Moodle (Modular Object-Oriented Dynamic Learning Environment) e-learning environment…
Descriptors: Educational Technology, Technology Uses in Education, College Students, Integrated Learning Systems
Edward Volchok – Numeracy, 2019
The author of this article reflects on the issues of justice, democracy, and numeracy. As one who has taught statistics in a community college for over 12 years, spent 28 years as a Marketing Consultant, and holds a PhD in political science, the author's thesis is that while an advanced, democratic society can only be just with a numerate…
Descriptors: Social Justice, Numeracy, Statistics Education, Teaching Methods
Gough, John – Australian Mathematics Teacher, 2015
When considering the use of games for teaching mathematics, educators should distinguish between an "activity" and a "game". Gough (1999) states that "A 'game' needs to have two or more players, who take turns, each competing to achieve a 'winning' situation of some kind, each able to exercise some choice about how to move…
Descriptors: Mathematics, Mathematics Instruction, Games, Teaching Methods
Wichadee, Saovapa; Pattanapichet, Fasawang – Teaching English with Technology, 2018
The study was conducted to find out what impact a digital game had on students' learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game "Kahoot" whereas the control group was taught with the conventional method. Pre-tests,…
Descriptors: English (Second Language), Computer Games, Educational Games, Student Motivation
Hanghøj, Thorkild; Lieberoth, Andreas; Misfeldt, Morten – British Journal of Educational Technology, 2018
Can the challenges encountered in cooperative video games encourage classroom inclusion? And can this experience be translated into curriculum engagement? This study describes a 3 week intervention with game-based learning activities in eight lower secondary classrooms (n = 190). The intervention combined the use of the co-op action role-playing…
Descriptors: Cooperative Learning, Secondary School Students, Role Playing, Educational Games
Jalalian, Farzad – Advances in Language and Literary Studies, 2018
The inability of English language learners to recall English concepts is a major challenge faced by teachers. This paper aims to determine the effectiveness of video educational games with a linguistic approach in English language education of the 2nd grade high school students. This is an applied and quasi-experimental study conducted in 2016.…
Descriptors: Video Games, Educational Games, Sampling, Control Groups
Stohlman, Micah – Australian Mathematics Teacher, 2018
The Price is Right Bidder's Row and games provide many opportunities for mathematical connections. The Price is Right website has videos or pictures for students to see how each game is played (http://www.priceisright.com/games/). This article will describe the mathematics of probability and statistics that is integrated in the famous television…
Descriptors: Mathematics Education, Mathematics Instruction, Teaching Methods, Games
Trimm, Charlie – Teaching Theology & Religion, 2018
This essay provides a brief overview of an educational board game developed by the author for use in upper division Old Testament classes. The game, extending in stages across the semester, heightens student learning by requiring strategic thinking about various historical, political, and geographical relationships. Appendices and links to online…
Descriptors: Biblical Literature, Religious Education, Teaching Methods, Educational Games
Tyler, Paul – Primary Science, 2018
Sports science is still one of the fastest growth areas in science across the world. There isn't a professional sports team that does not have a host of sports scientists to analyse and improve every minute detail of their performance. So how is this relevant to a primary school? Making real-life links to other areas of life is very important in…
Descriptors: Science Education, Educational Games, Physical Education, Athletics
Mantziou, Olga; Papachristos, Nikiforos M.; Mikropoulos, Tassos A. – Education and Information Technologies, 2018
Three Dimensional Multi-User Virtual Environments (MUVEs) are promising tools in education because of the unique affordances they offer. These learning affordances imply certain actions that in turn can lead to corresponding learning activities. There seems to be a lack of reports on which of the affordances of MUVEs for learning and teaching are…
Descriptors: Learning Activities, Affordances, Virtual Classrooms, Computer Simulation

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