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 |
Okanlawon, A. E.; Fakokunde, J. B.; Yusuf, F. A.; Abanikannda, M. O.; Oyelade, A. A. – International Journal of Education and Development using Information and Communication Technology, 2017
The popularity of games and their availability through both ICT and non ICT tools require the investigation of students' attitude towards the use in instructional delivery. The study therefore examined students' attitudes towards instructional games on peace education. A total of 360 students randomly selected from the six states forming the…
Descriptors: Educational Games, Peace, Teaching Methods, Student Attitudes
Cardoso, Walcir; Rueb, Avery; Grimshaw, Jennica – Research-publishing.net, 2017
This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing…
Descriptors: Educational Games, Computer Games, Teaching Methods, Telecommunications
Marasco, Emily; Gatti, Wilian, Jr.; Kim, Beaumie; Behjat, Laleh; Eggermont, Marjan – Papers on Postsecondary Learning and Teaching, 2017
Engineering products and solutions have revolutionized daily living, resulting in longer and more productive activities. However, the continued development of electronic components will be hindered as their sizes are reaching quantum levels. Creative engineers are needed to find solutions to this problem so that innovation in technology can be…
Descriptors: Game Based Learning, Creativity, Engineering Education, Teaching Methods
Alt, Mary; Hogan, Tiffany; Green, Samuel; Gray, Shelley; Cabbage, Kathryn; Cowan, Nelson – Journal of Speech, Language, and Hearing Research, 2017
Purpose: The purpose of this study is to investigate word learning in children with dyslexia to ascertain their strengths and weaknesses during the configuration stage of word learning. Method: Children with typical development (N = 116) and dyslexia (N = 68) participated in computer-based word learning games that assessed word learning in 4 sets…
Descriptors: Dyslexia, Spatial Ability, Grade 2, Elementary School Students
Hanasono, Lisa K. – Communication Teacher, 2017
Courses: This single-class teaching activity was designed for courses on public speaking, rhetorical criticism, and critical thinking. In addition, instructors can adapt this activity for online or face-to-face courses on intercultural communication, organizational communication, listening, and political communication. Objectives: By completing…
Descriptors: Educational Games, Class Activities, Rhetorical Criticism, Jargon
Chu, Chi Wing; Chan, Kevin L. T.; Chan, Wai-Sum; Kwong, Koon-Shing – International Journal of Mathematical Education in Science and Technology, 2017
The mathematics education literature shows that encouraging students to develop multiple solutions for given problems has a positive effect on students' understanding and creativity. In this paper, we present an example of multiple-solution problems in statistics involving a set of non-traditional dice. In particular, we consider the exact…
Descriptors: Mathematics Instruction, Statistics, Probability, Games
Galbraith, Leslie A.; Normand, Matthew P. – Journal of Applied Behavior Analysis, 2017
We evaluated the effects of a modified version of the Good Behavior Game (GBG) on the number of steps taken by students during school recess. We divided a class into two teams, and awarded the team with the highest step counts at the end of each game raffle tickets for a school-wide lottery. The GBG was compared to recess periods without the game…
Descriptors: Elementary School Students, Physical Activities, Recess Breaks, Educational Games
de Klerk, Sebastiaan; Kato, Pamela M. – Journal of Applied Testing Technology, 2017
Game-based assessments will most likely be an increasing part of testing programs in future generations because they provide promising possibilities for more valid and reliable measurement of students' skills as compared to the traditional methods of assessment like paper-and-pencil tests or performance-based assessments. The current status of…
Descriptors: Futures (of Society), Educational Games, Testing, Educational Benefits
Kato, Pamela M.; de Klerk, Sebastiaan – Journal of Applied Testing Technology, 2017
Serious games are increasingly being explored for use as assessment tools in broad domains. Drawing from research in these domains, we present important advantages and challenges that arise when using games for assessment. In light of this context and as an introduction to this special issue on Serious Games and Assessments, we introduce the…
Descriptors: Evaluation Methods, Formative Evaluation, Design, Educational Games
Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe – Research-publishing.net, 2017
Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…
Descriptors: Educational Games, Computer Assisted Instruction, Second Language Instruction, Second Language Learning
Cacchione, Annamaria; Procter-Legg, Emma; Petersen, Sobah Abbas – International Association for Development of the Information Society, 2017
The Augmented Reality Game, Pokemon Go, took the world by storm in the summer of 2016. City landscapes were decorated with amusing, colourful objects called Pokemon, and the holiday activities were enhanced by catching these wonderful creatures. In light of this, it is inevitable for mobile language learning researchers to reflect on the impact of…
Descriptors: Computer Games, Handheld Devices, Electronic Learning, Language Acquisition
Tomlinson, Erika S. – ProQuest LLC, 2017
This study contributes new literature to the growing body of research on college student drinking. This study examined the relationship between college student alcohol use, alcohol-related problems and drinking games participation (DG), notably the meditational role of positive alcohol expectancies between participation, use, and problems.…
Descriptors: Drinking, Games, Student Behavior, Student Participation
Hicks, Andrew Gregory – ProQuest LLC, 2017
Games-Based Learning systems, particularly those that use advances from Intelligent Tutoring Systems (ITS) to provide adaptive feedback and support, have proven potential as learning tools. Taking their lead from commercial games such as Little Big Planet and SuperMarioMaker, these systems are increasingly turning to content creation as a learning…
Descriptors: Data, Decision Making, Intelligent Tutoring Systems, Educational Games
The New Leadership Literacies: Thriving in a Future of Extreme Disruption and Distributed Everything
Johansen, Bob – Center for Creative Leadership, 2017
Over the next decade, today's connected world will be explosively more connected. Anything that can be distributed will be distributed: workforces, organizations, supply webs, and more. The tired practices of centralized organizations will become brittle in a future where authority is radically decentralized. Rigid hierarchies will give way to…
Descriptors: Leadership, Futures (of Society), Administrative Organization, Literacy
Lamb, Richard L. – Journal of Science Education and Technology, 2016
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the…
Descriptors: Cognitive Processes, Computation, Models, Science Laboratories

Peer reviewed
Direct link
