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Sapsani, Georgia; Tselios, Nikolaos – International Journal of Web-Based Learning and Teaching Technologies, 2019
The present article examines the relationship between student personality, use of social media and their academic performance and engagement. Specifically, this article examines the relationship of students' Facebook (FB) use and personality characteristics using the Big Five Personality Test. This is focused on (a) student engagement; (b) time…
Descriptors: Personality Traits, Social Media, Academic Achievement, Learner Engagement
Adamson, Reesha M.; McKenna, John William; Mitchell, Barbara – Preventing School Failure, 2019
The use of a tiered approach provides a structured format for increasing consistency across educators to address the diversity of student needs within a school. The same logic of providing a tiered continuum of evidence-based increasingly intensive supports that is characteristic of schoolwide multi-tiered systems of support (MTSS) can be adapted…
Descriptors: Student Behavior, Behavior Problems, Behavior Modification, Classroom Techniques
Gerber, Hannah R.; Sweeney, Kevin; Pasquini, Erica – Educational Media International, 2019
This mixed-methods research was conducted to understand the impact of learning and player growth in a League of Legends summer camp. Eighteen adolescents engaged in a three-day sleep-over summer camp with various team building activities. Data collected included API metadata from pre- and post-camp as well as semi-structured interview data with…
Descriptors: Summer Programs, Resident Camp Programs, Teamwork, Video Games
Davenport, Carrie A.; Konrad, Moira; Alber-Morgan, Sheila R. – Journal of Deaf Studies and Deaf Education, 2019
This study examined the effects of a reading racetrack game on acquisition, maintenance, and generalization of sight words for four kindergarten students who are deaf. The game consisted of placing sight words around a racetrack board and prompting the participant to read the words. A multiple probe design across word sets demonstrated a…
Descriptors: Deafness, Kindergarten, Preschool Children, Educational Games
Nemec, Miroslav; Adamcak, Stefan; Michal, Jiri; Bartik, Pavol – European Journal of Contemporary Education, 2019
This study analyses the opinions of male and female teachers of Physical and Sport Education in the 264 elementary schools from the Central Slovak Region (n = 507, 257 female teachers and 250 male teachers) on the popularity of teaching the sports games thematic unit. These opinions were collected and analysed by questionnaire survey during the…
Descriptors: Foreign Countries, Teacher Attitudes, Elementary School Teachers, Physical Education Teachers
Hill, David J.; Williams, Olivia F.; Mizzy, Danianne P.; Triumph, Therese F.; Brennan, Catherine R.; Mason, Dawn C.; Lawrence, David S. – Journal of Chemical Education, 2019
A laboratory-safety course has been developed that is designed to introduce first-year graduate students to the array of dangers associated with research in the chemical sciences. We describe the challenges of creating an impactful course that seeks to convey practical laboratory-safety information in a classroom setting for students with a…
Descriptors: Laboratory Safety, Graduate Students, Active Learning, Introductory Courses
Willmott, Taylor; Russell-Bennett, Rebekah; Drennan, Judy; Rundle-Thiele, Sharyn – Health Education & Behavior, 2019
Introduction: Game On: Know Alcohol, a school-based alcohol education program, aimed to educate adolescents on the harmful effects of (excessive) alcohol consumption. The program included two user-centered serious educational games, Perfect Pour and Dumb Driver. Purpose: To evaluate the objective effect of playing Perfect Pour and Dumb Driver on…
Descriptors: Alcohol Education, Comprehensive School Health Education, Adolescents, Drinking
Tsikinas, Stavros; Xinogalos, Stelios – Journal of Computer Assisted Learning, 2019
This study examines the available literature on the effects of serious games on people with intellectual disabilities or autism spectrum disorder. The studies were categorized based on the limitations in skills that these people address. Fifty-four studies were selected, from different data sources. These studies address limitations in…
Descriptors: Autism, Pervasive Developmental Disorders, Intellectual Disability, Teaching Methods
Pliasa, Sofia; Fachantidis, Nikolaos – Themes in eLearning, 2019
Independent studies in various settings indicate that interventions with Socially Assistive Robots, might help children with Autism Spectrum Disorder (ASD) to participate in activities that demand cooperation and communication skills. The purpose of this article is to present the benefits of robot assisted interventions in the development of…
Descriptors: Teaching Methods, Robotics, Autism, Pervasive Developmental Disorders
Richard, Gabriela T.; Giri, Sagun – ACM Transactions on Computing Education, 2019
This article proposes and explores the kinds of computational thinking, creative practices, design activities, and inclusive learning opportunities provided to diverse high school youth when designing integrated systems through simultaneously physically and digitally responsive wearable games and systems. Previous work in this area, conducted by…
Descriptors: High School Students, Computation, Thinking Skills, Creativity
Moreno, Ivan D. – ProQuest LLC, 2019
A quantitative research study was conducted to understand the extent to which gamification (i.e., game elements and mechanics) impact adult learners' satisfaction (in terms of app usability), perception, motivation and knowledge when they interact with a gamified mobile app on Spanish-as-a-foreign language learning. An online experimental study…
Descriptors: Game Based Learning, Second Language Learning, Electronic Learning, Handheld Devices
Blumberg, Fran C.; Deater-Deckard, Kirby; Calvert, Sandra L.; Flynn, Rachel M.; Green, C. Shawn; Arnold, David; Brooks, Patricia J. – Society for Research in Child Development, 2019
We document the need to examine digital game play and app use as a context for cognitive development, particularly during middle childhood. We highlight this developmental period as 6- through 12-year olds comprise a large swath of the preadult population that plays and uses these media forms. Surprisingly, this age range remains understudied with…
Descriptors: Cognitive Development, Play, Computer Software, Children
Bay-Williams, Jennifer; Kling, Gina – ASCD, 2019
Mastering the basic facts for addition, subtraction, multiplication, and division is an essential goal for all students. Most educators also agree that success at higher levels of math hinges on this fundamental skill. But what's the best way to get there? Are flash cards, drills, and timed tests the answer? If so, then why do students go into the…
Descriptors: Mathematics Education, Arithmetic, Mastery Learning, Mathematics Skills
Su, Chien-Yuan; Hu, Yue; Li, Yu-Hang – International Association for Development of the Information Society, 2019
In recent years, game-based programming tools (GBPTs) such as Code.org, Lightbot, and Cargo-Bot have been developed to help children worldwide better understand programming concepts through an interesting, enjoyable and visualizable programming learning experience. However, in-service teachers' perceptions regarding the use of these game-based…
Descriptors: Game Based Learning, Programming, Teacher Attitudes, Elementary Secondary Education
Daniel J. Anderson – Analytic Teaching and Philosophical Praxis, 2019
Getting individuals to invest in reason is often an uphill battle for Community of Philosophical Inquiry (CPI) practitioners, especially when the CPI experience does not straightforwardly model decision-making outside the classroom. Intermittently using roleplaying games (RPG's) to conduct CPI's may help in this regard, as it provides individuals…
Descriptors: Philosophy, Communities of Practice, Thinking Skills, Role Playing

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