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Hobbs, Laura; Bentley, Sophie; Hartley, Jackie; Stevens, Carly; Bolton, Tom – Primary Science, 2020
"Minecraft" is a computer game that allows players to move around in a virtual world, building almost limitless creations with a vast array of cubic blocks with varying textures and properties. Its representative settings and processes link to the real world, making the game a valuable tool for both presenting scientific concepts to…
Descriptors: Computer Games, Universities, Elementary School Teachers, Science Instruction
Espoz-Lazo, Sebastián; Rodríguez Huete, Raquel; Espoz-Lazo, Pablo; Farías-Valenzuela, Claudio; Valdivia-Moral, Pedro – Education Sciences, 2020
Emotions are embedded in the everyday life of every individual. In the same way their emotions are immersed in their cultural legacy, they are conditioned by behaviors that cannot be separated from an educational context. In this sense, physical education (PE) has been reported as a school subject that facilitates the emotional expression of…
Descriptors: Emotional Development, Physical Education, Elementary School Students, Secondary School Students
Woodcock, Kate Anne; Cheung, Catherine; González Marx, Daniel; Mandy, Will – Journal of Autism and Developmental Disorders, 2020
Social decision making is often challenging for autistic individuals. Twenty autistic adolescents made decisions in the socially interactive context of a one-shot ultimatum game, and performance was compared to a large matched typical reference sample. Theory of mind, executive functioning and emotion regulation were measured via direct…
Descriptors: Social Behavior, Autism, Adolescents, Decision Making
Sermsook, Kanyakorn; Liamnimitr, Jiraporn; Chantarangkul, Vikrom – English Language Teaching, 2020
Games have been widely accepted as an effective tool for language learning. They help learners achieve better learning outcome and create a learning atmosphere which contribute to learners' learning. The present study, hence, employed games to help EFL learners write better in English. In the present study, games were used to encourage Thai EFL…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Error Correction
Winskell, K.; Sabben, G.; Akelo, V.; Ondeng'e, K.; Odero, I.; Mudhune, V. – Health Education Research, 2020
Electronic games delivered via smartphones have the potential to become valuable tools in HIV prevention in high-prevalence and low-resource international settings. To ground theoretical elaboration around novel mHealth interventions in contextual realities, it is important to understand the mechanisms of their effects as perceived by local…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
Malik, Amjad; Chohan, Bushra – BU Journal of Graduate Studies in Education, 2020
The authors conducted the research in partnership with two schools in Rawalpindi, Pakistan, in response to concerns over the effects of non-educational video gaming and texting on students' school experiences. Educational professionals wanted to refer to research findings when they advised parents to monitor their children's video gaming and…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
Purcell, Catherine; Romijn, Amy R. – Journal of Education and Educational Development, 2020
The importance of road safety education is widely acknowledged; however, there is a lack of consistency in road safety interventions currently being used in UK schools. Furthermore, the majority of road safety educational programmes use knowledge-based methods, which do not necessarily translate to improved behaviour in real traffic environments.…
Descriptors: Safety Education, Child Safety, Traffic Safety, Foreign Countries
Wang, Dan; Khambari, Mas Nida Md. – Malaysian Online Journal of Educational Technology, 2020
In recent years, the application of augmented reality (AR) technology has been explored in numerous disciplines. This research focused on English sentence learning and utilized the activity theory as the basis to structure a game-based AR learning model (GBARLM). The aim of the investigation was to describe the model and explore the following…
Descriptors: Game Based Learning, Computer Simulation, English Instruction, Sentences
Harrison, Judith R.; Kwong, Courtney; Evans, Steven W.; Peltier, Corey; Mathews, Leslie; Chatman, Tasia – Journal of Applied School Psychology, 2020
Self-management is a strategy with emerging evidence of effectiveness that has been utilized to address impairment associated with attention deficit hyperactivity disorder (ADHD); however, few studies have been conducted with students with ADHD. The results of the minimal research available suggests that self-management with youth with ADHD is…
Descriptors: Educational Games, Self Management, Attention Deficit Hyperactivity Disorder, Independent Reading
Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
Nanu, Cristina; Laakkonena, Eero; Hannula-Sormunen, Minna – Frontline Learning Research, 2020
This study investigated the effect of children's first formal school years on mathematical skill profiles, measured by a variety of arithmetical skills and Spontaneous Focusing On Numerosity (SFON) tasks. By using person-centered approach the aim was to investigate whether the amount of formal schooling is associated with mathematical skills in…
Descriptors: Profiles, Mathematics Skills, School Entrance Age, Cross Cultural Studies
Chen, Xieling; Zou, Di; Xie, Haoran – British Journal of Educational Technology, 2020
The "British Journal of Educational Technology" (BJET) has been active in the field of educational technology since 1970. To celebrate its 50th anniversary and to demonstrate a comprehensive overview of the field, we conducted a bibliometric analysis of the 3710 publications in this journal from 1971 to 2018 as indexed in the Web of…
Descriptors: Periodicals, Journal Articles, Educational Technology, Bibliometrics
Turan, Zeynep; Meral, Elif – Informatics in Education, 2018
The use of different tools in the field of education has become widespread with the developments in technology. Online student response systems are one of these tools. Online student response systems have been used for many years. In the last couple of years, game items have been added, and game-based online student response systems have started…
Descriptors: Audience Response Systems, Academic Achievement, Learner Engagement, Test Anxiety
André, Mauro; Hastie, Peter – European Physical Education Review, 2018
A student-designed games (SDG) teaching unit could be described as the process in which students create, organise, practice and refine their own games within certain limits established by the teacher. This study compared how two different teaching approaches had an impact on students and their teacher. The researcher taught two SDG units to junior…
Descriptors: Teaching Methods, Physical Education, Educational Games, Student Participation
Terry, Robert; Olson, Barrie – Composition Studies, 2017
English 306, per the University of Louisville (U of L) English department course description, is "designed for advanced Business students and Arts and Sciences students anticipating careers in law, business, or government" and "concentrates on writing in a variety of forms of business discourse [and] emphasizes practicing writing…
Descriptors: College English, Business Administration, Writing (Composition), Academic Discourse

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