Publication Date
| In 2026 | 3 |
| Since 2025 | 609 |
| Since 2022 (last 5 years) | 3083 |
| Since 2017 (last 10 years) | 6982 |
| Since 2007 (last 20 years) | 11800 |
Descriptor
| Educational Games | 9526 |
| Teaching Methods | 5518 |
| Games | 5084 |
| Foreign Countries | 4928 |
| Video Games | 2750 |
| Computer Games | 2604 |
| Game Based Learning | 2565 |
| Educational Technology | 2421 |
| Learning Activities | 2186 |
| Student Attitudes | 2062 |
| Simulation | 2014 |
| 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 | 482 |
| Australia | 362 |
| Taiwan | 299 |
| Canada | 272 |
| United Kingdom | 237 |
| Spain | 232 |
| China | 210 |
| Indonesia | 198 |
| United States | 174 |
| 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 |
Tapan-Broutin, Menekse Seden; Ilkorucu, Sirin – Journal of Education and Training Studies, 2018
The aim of this research is to determine the different types of resources, regarding the thinking styles, used by mathematics teachers to create an a-didactical situation using a video-game from an essential resource. In this research embedded mixed method was used. Participants were ten teacher-student-researchers, studying at the master degree…
Descriptors: Masters Programs, Graduate Students, Thinking Skills, Mathematics Instruction
Carbonell Carrera, Carlos; Saorín, José Luis; Hess Medler, Stephany – Journal of Geography, 2018
Cartographic interpretation requires accurate spatial orientation. Two main sources of spatial knowledge acquisition inform spatial orientation ability: map-like perspective (map reading), and ground level perspective (wayfinding). The Pokémon GO game incorporates both types as players use a map to orient themselves while also moving around in the…
Descriptors: Spatial Ability, Geographic Information Systems, Computer Games, Maps
de Ondarza, José – Bioscene: Journal of College Biology Teaching, 2018
With over 1,400 known disease-causing organisms in humans alone, and hundreds of named infections, the realm of Medical Microbiology is both fascinating and intimidating. The wealth of information covered in this subject area often demands much memorization that can be difficult to handle. By integrating key concepts and terminology of this…
Descriptors: Communicable Diseases, Educational Games, Concept Teaching, Microbiology
Giannakopoulos, George; Tatlas, Nicolas-Alexander; Giannakopoulos, Vassilios; Floros, Andreas; Katsoulis, Philippos – British Journal of Educational Technology, 2018
We present a suite of inclusive games designed to address the needs of people with blindness or low vision. Particularly, through the employment of modern sonification strategies that achieves efficient perceptual representation of the game-play, several audio-games with different scenarios and application scope (entertainment and education) were…
Descriptors: Blindness, Visual Impairments, Audio Equipment, Computer Games
Akers, Jessica S.; Higbee, Thomas S.; Gerencser, Kristina R.; Pellegrino, Azure J. – Journal of Applied Behavior Analysis, 2018
Children with autism spectrum disorder (ASD) often have deficits in social skills and may avoid engaging in play activities with typically developing peers. The purpose of this study was to identify the utility of activity schedules, with embedded scripts, to teach three children with ASD to play a complex social game. Specifically, children with…
Descriptors: Autism, Pervasive Developmental Disorders, Scripts, Social Development
Willett, Rebekah – Learning, Media and Technology, 2018
This study investigates children's media literacy with a specific focus on socially situatedness of children's understanding of online gaming industries and related marketing. This article analyzes interviews with 8-9-year-olds and their parents in homes in the U.S.A. Rather than concentrating on developmental factors, the article uses a…
Descriptors: Media Literacy, Industry, Children, Computer Games
Aynsley, Sarah A.; Nathawat, Kusum; Crawford, Russell M. – Higher Education Pedagogies, 2018
Gamification in higher education has steadily been gaining traction as a useful addition to the diversity of learning resources available to both teachers and students. We have invented a card-based, role-playing team game called 'Braincept' to help aid pharmacology learning for medical students. The aims of the current study are to determine…
Descriptors: Educational Games, Student Attitudes, Medical Students, Pharmacology
Akgün, Özcan Erkan; Topal, Murat – International Journal of Assessment Tools in Education, 2018
The aim of this study is to adapt the Gamification User Types Hexad Scale (GUTHS) created based on Marczewski's(2015) user type hexad framework and validated by Tondello et al. (2016) into the Turkish context. The original scale consists of six dimensions, each of which has four items. The dimensions -- and the user types that they refer to -- are…
Descriptors: Measures (Individuals), Turkish, Media Adaptation, Translation
Chapman, Jared R.; Rich, Peter J. – Journal of Education for Business, 2018
Educational gamification is a growing field. The authors answer the following important questions: (a) To what degree does educational gamification, in general, increase students' perceived motivation in learning? (b) To what degree do specific game elements impact perceived motivation in learning? and (c) Are the benefits of gamification limited…
Descriptors: Educational Games, Learning Motivation, Outcomes of Education, Undergraduate Students
Goldstein, Thalia R. – American Journal of Play, 2018
Children have a natural inclination to play and imagine themselves as characters. Research has supported theories that connect this pretend play and related theatrical play to the development of children's social and emotional skills, but the author contends we need further, more rigorous research on whether such play directly relates to such…
Descriptors: Games, Intervention, Dramatic Play, Preschool Children
Bell, Geoffrey G.; Liang, Xin; Lü, Li – Management Teaching Review, 2018
Strategic alliances--voluntary interfirm arrangements involving resource sharing--are critical to firm success. To help strategic management students better understand alliance negotiation and formation, we developed a simple game that places them in a real alliance negotiation situation, involving simultaneous cooperation and competition (i.e.,…
Descriptors: Institutional Cooperation, Strategic Planning, Educational Games, Competition
Doner, Jonathan – Educational Philosophy and Theory, 2018
Plato's philosophy of paideia concerns the life-long growth toward areté, excellence, in body, mind, and spirit. Implementation of this philosophy in modern times is challenged by many societal conditions, especially relativism, plurality, and secularity. This paper discusses an approach that advocates individualized paideia. In its most simple…
Descriptors: Philosophy, Social Influences, Social Change, Participation
Higginson, Kelsey; Ward, Phillip – Journal of Physical Education, Recreation & Dance, 2018
This article discusses five strategies that have been frequently taught to teachers, but less frequently implemented by teachers, and that impact student learning, namely: teaching skills in games contexts, using small-sided games, starting lessons immediately, teaching beyond the standards, and teaching skills and games in an incremental manner.…
Descriptors: Teaching Skills, Secondary School Teachers, Physical Education Teachers, Games
Tanner, Sam; Miller, Erin – Critical Questions in Education, 2018
This conceptual framework investigates the symbol of the castle in the American imagination as one site of memory that contributes to white supremacy through childhood play. The authors conceive of long-form improvisation in relation to childhood play to imagine new pedagogical installments that might teach children to resist the hegemonic symbol…
Descriptors: Play, Whites, Racial Bias, Young Children
Fatih, Ymran; Kumalija, Elhard James; Sun, Yi – International Association for Development of the Information Society, 2018
Engagement and motivation are ones of the main factors that impact the student performance during a learning process. The reason why, introducing Gamification in learning aims to improve the learning process, by making use of the motivating effects of digital game elements and techniques. However, summarizing Gamification into a set of technical…
Descriptors: Electronic Learning, Educational Games, History Instruction, Simulated Environment

Peer reviewed
Direct link
