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Pennington, Brittany; McComas, Jennifer J. – Journal of Applied Behavior Analysis, 2017
The Good Behavior Game (GBG), a well-researched classroom group contingency, is typically played for brief periods of time, which raises questions about the effects on subsequent contexts. This study used a multiple baseline design and showed that when the GBG was implemented in one context, behavior improved in only that context. Behavior…
Descriptors: Educational Games, Class Activities, Student Behavior, Behavior Modification
Cathy Burnett; Guy Merchant – Sage Research Methods Cases, 2017
As literacy researchers, we are interested in how children make meanings using digital technologies: how they use applications on digital devices such as laptops and iPads to create and access texts, as well as how they navigate and make sense of digital environments such as virtual worlds and video games. One of our methodological challenges…
Descriptors: Play, Elementary Education, Children, Technology Uses in Education
Deutsch, Joe; Mahoney, Sean; Waldera, Roman; Hetland, Tyler – ICHPER-SD Journal of Research, 2019
This study analyzed the effect of Physical Best (PB) Curriculum on activity levels of children in physical education class. Activity levels of elementary school students (N=92, males = 50, females = 42) were recorded throughout six normally scheduled physical education class periods. Students participated in both traditional and PB curriculums and…
Descriptors: Physical Activity Level, Physical Education, Physical Fitness, Curriculum
Sekhri, Anuradha – Journal on Educational Psychology, 2019
Participation of children with disabilities in sports and cultural activities, programs, promotes physical, emotional, and social wellbeing. Co-curricular activities can make a huge difference in a life of children with special needs. These activities can enhance learning, while offering ways for students to express themselves and explore their…
Descriptors: Extracurricular Activities, Disabilities, Participation, Athletics
Omidvar, Nazanin; Wright, Tarah; Beazley, Karen; Seguin, Daniel – International Journal of Early Childhood Environmental Education, 2019
The importance of spending time in nature is undeniable for child development, yet from an early age most children's time in nature is restricted. Beginning in preschool, the range and quality of a child's nature experience is restricted by accessibility to nature experiences and pedagogical approaches. This is a problem for building a sustainable…
Descriptors: Foreign Countries, Preschool Education, Environmental Education, Child Care Centers
Mohsen, Kholoud; Abdollahi, Shahpar; Omar, Suha – Innovations in Education and Teaching International, 2019
Simulation games (SGs) offer great opportunities for students to learn and experience real-world business decisions in a risk-free learning environment. However, the impact of using SG on educational outcomes is not fully understood. Drawing on experiential learning theory, we develop a conceptual model to examine students' perceptions of the…
Descriptors: Educational Games, Simulation, Experiential Learning, Graduate Students
Yalcinalp, Serpil; Avci, Ümmühan – Turkish Online Journal of Educational Technology - TOJET, 2019
In order to effectively use emerging digital educational technologies educators should reflect on how these technologies influence student learning, including student creativity. Existing research shows that creativity can be supported by emerging technologies, but recent research in this area has not yet been reviewed. The purpose of our…
Descriptors: Creativity, Educational Technology, Curriculum Development, Technological Advancement
Alshumaimeri, Yousif; Gashan, Amani; Bamanger, Ebrahim – World Journal on Educational Technology: Current Issues, 2019
In the Arab world, there is a lack of research investigating the use of virtual games to support learning English as a foreign language (EFL). The aim of this study was to examine EFL learners' attitudes towards the integration of the Second Life virtual game as a collaborative instructional tool. A descriptive inquiry method was followed, and…
Descriptors: Arabs, English (Second Language), Second Language Learning, Student Attitudes
Kapon, Shulamit; Halloun, Angela; Tabach, Michal – Journal for Research in Mathematics Education, 2019
We compared students' learning gains in authentic seventh-grade classrooms (N = 144) in 4 different interventions that incorporated a computer game that aims to teach players to solve linear equations. Significantly higher learning gains were measured in the implementations that were specifically designed to mediate the attribution of algebraic…
Descriptors: Algebra, Mathematics Instruction, Educational Technology, Technology Uses in Education
Altanis, Ioannis; Retalis, Symeon – Educational Media International, 2019
In the last few years, engaging students to create digital games has been a pole of attraction for many teachers and researchers, resulting in highly positive learning experiences and promoting their thinking skills, e.g., programming and computational thinking (CT) skills. Researchers have already stated about the need for further research not…
Descriptors: Thinking Skills, Computation, Skill Development, Motion
Huang, Biyun; Hew, Khe Foon; Lo, Chung Kwan – Interactive Learning Environments, 2019
In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activities with help from the instructor and peers. However, its implementation can be fraught with challenges. Student disengagement in out-of-class activities, for…
Descriptors: Game Based Learning, Blended Learning, Instructional Effectiveness, Undergraduate Students
Rosengrant, David; Money, Philip; Beyer, Tracey; Alexander, Berkil – Physics Teacher, 2019
Some educators use what we call a "hook" as a key element in their lessons. We use "hooks" to get our students interested in what it is we are teaching. Many teachers have adopted the Next Generation Science Standards and establish the phenomena as the engine that drives scientific investigation and learning in the classroom.…
Descriptors: Teaching Methods, Video Games, Vignettes, Science Instruction
Göktepe Yildiz, Sevda; Göktepe Körpeoglu, Seda – Acta Didactica Napocensia, 2019
The choice of instructional strategies, methods and techniques used by teachers is important in terms of establishing an effective learning environment. The purpose of this study is to examine the most common methods teachers use in their lessons and the factors that influence their choice of methods by using game theory. Game theory has different…
Descriptors: Teaching Methods, Instructional Effectiveness, Game Theory, Direct Instruction
Wallace, Jessica; Covassin, Tracey; Beidler, Erica – Health Education Journal, 2019
Objective: The ability of athletes in underserved communities to recognise sport-related concussion (SRC) may be complicated by the lack of a qualified professional, such as an athletic trainer, present. An active learning educational activity (Concussion Bingo) was developed to assist in SRC identification. This study examined learning outcomes…
Descriptors: Head Injuries, Brain, Athletes, Low Income Students
Machado, João Cláudio; Barreira, Daniel; Galatti, Larissa; Chow, Jia Yi; Garganta, Júlio; Scaglia, Alcides José – Physical Education and Sport Pedagogy, 2019
Background: Street football can be understood as the most natural way to learn football and it can be a great starting point to develop perceptual, decisional, tactical and motor skills. Importantly, players involved in Street football may develop a strong emotional bond to the game through their experiences playing in an informal setting and…
Descriptors: Team Sports, Leisure Time, Recreational Activities, Informal Education

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