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Ding, Xiao Pan; Heyman, Gail D.; Fu, Genyue; Zhu, Bo; Lee, Kang – Developmental Science, 2018
We investigated how the ability to deceive emerges in early childhood among a sample of young preschoolers (Mean age = 34.7 months). We did this via a 10-session microgenetic method that took place over a 10-day period. In each session, children played a zero-sum game against an adult to win treats. In the game, children hid the treats and had…
Descriptors: Preschool Children, Deception, Games, Rewards
Johnson, Tyler G.; Twietmeyer, Gregg – Journal of Physical Education, Recreation & Dance, 2018
The term "the practice of physical activity" was recently introduced as one of the four elements of the American Kinesiology Association undergraduate core curriculum. The purpose of this article is to articulate the nature of the term by offering a philosophical justification (other than health) for including physical activity…
Descriptors: Physical Activities, Kinetics, Undergraduate Study, Academic Degrees
Kaufmann, Daniel A. – Journal of Instructional Research, 2018
This article presents a reflective account of how gamification can help students overcome complex academic challenges, such as those involved in the dissertation process and other elements of higher learning. Gamification has been shown across multiple levels of academic instruction to have a positive impact on task completion by augmenting the…
Descriptors: Educational Benefits, Games, Online Courses, Electronic Learning
Wen, Cai-Ting; Chang, Chia-Jung; Chang, Ming-Hua; Fan Chiang, Shih-Hsun; Liu, Chen-Chung; Hwang, Fu-Kwun; Tsai, Chin-Chung – Instructional Science: An International Journal of the Learning Sciences, 2018
This study investigated students' modeling progress and strategies in a problem-solving simulation game through content analysis, and through supervised and unsupervised lag sequential analysis (LSA). Multiple data sources, including self-report models and activity logs, were collected from 25 senior high school students. The results of the…
Descriptors: Educational Games, Simulation, Problem Solving, Models
Tañedo, Victor Patrick; De Vera, Jose Alfredo, III – Journal of Science and Mathematics Education in Southeast Asia, 2018
Purpose: This study aimed to create a mobile serious game that incorporates a learning framework, particularly collaborative learning theory, to develop students' computational thinking skills. Methodology: Based on the framework of Brennan and Resnick, an adaptation was made within the context of a mobile serious game mapping the different…
Descriptors: Computation, Thinking Skills, Cooperative Learning, Educational Games
Malmstrom, Marianne – set: Research Information for Teachers, 2018
Digital games are responsible for turning my pedagogical practice on its head and landing me in New Zealand. My journey down the digital games "rabbit hole" started in 2007. Not having a map to follow ended up being revolutionary as I learnt to follow the learning. I describe four important lessons I have learnt through working with…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Simulation
El Kah, Anoual; Lakhouaja, Abdelhak – Education and Information Technologies, 2018
Since the early stages of schooling, many children are exposed to different learning disabilities, usually manifest as dyslexia, dysgraphia, and dyscalculia. Those disabilities impact on the normal academic achievement of the child and may even affect its social life. Learning disorders have neurobiological origins and are often inherited…
Descriptors: Educational Games, Dyslexia, Learning Disabilities, Early Intervention
Nieh, Hsi-Ping; Wu, Wen-Chi – Journal of School Health, 2018
Background: We examined the effects of the Galaxy Rescuers game, a collaborative board game on schoolchildren's bullying intervention. Methods: We conducted a group-randomized controlled trial. We recruited 328 fifth graders at an elementary school in northern Taiwan. The study took place in fall 2015 over a 7-week period. We used the generalized…
Descriptors: Educational Games, Bullying, Program Effectiveness, Grade 5
Erdem, Devrim – Journal of Education and Learning, 2018
Preschool years constitute a vital developmental period during which foundations of later development are formed. It is during this period that essential developments such as establishing attachment bonds, forming a basic sense of autonomy and sense of self (ego), language acquisition and attaining life and social skills. Studies in developmental…
Descriptors: Preschool Teachers, Teacher Attitudes, Recreational Activities, Foreign Countries
Suveren-Erdogan, Ceren; Suveren, Sibel – Journal of Education and Learning, 2018
The aim of this study is to enable basic posture exercises to be included in the basic exercises of the visually impaired individuals as a step to learn more difficult movements, to guide the instructors in order to make efficient progress in a short time and to help more numbers of disabled individuals benefit from these studies. Method: 15…
Descriptors: Human Posture, Skill Development, Visual Impairments, Exercise
Román, Pedro Ángel Latorre; Vallejo, Antonio Pantoja; Aguayo, Beatriz Berrios – Creativity Research Journal, 2018
The purpose of this study was to evaluate the effectiveness of an aerobics games class on creativity in children during the school day. Participants were 96 students (age = 9.84 ± 1.12 years), 48 girls and 48 boys. The students were randomly assigned to the experimental group (EG, n = 48) or the control group (CG, n = 48). The Prueba de…
Descriptors: Exercise, Creativity, Games, Children
Melcer, Edward F. – ProQuest LLC, 2018
Embodiment is a concept that has gained widespread usage within the Human-Computer Interaction (HCI) community in recent years. In a general sense, embodiment is the notion that cognition arises not just from the mind, but also through our bodies' physical and social interactions with the world around us. HCI has employed this body-centric…
Descriptors: Educational Technology, Human Body, Design, Man Machine Systems
Drury Stotz, Megan – ProQuest LLC, 2018
Augmented reality (AR) and mobile devices show promise for promoting mathematics practices and an increase in perseverance. Using an experimental pre-/posttest comparable condition group design, this study investigated (a) whether differences exist in students' number sense outcome scores based upon the type of board game they played with…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Mathematics Instruction
Pardoel, Bart; Papadima-Sophocleous, Salomi; Athanasiou, Androulla – Research-publishing.net, 2018
This paper contributes to a better understanding of the affordances of gamification in Foreign or Second Language (FL/L2) education, specifically in the context of a secondary school. An Exploratory Research (ER) was conducted, aiming to examine how gamification affects secondary school learners' experience in the FL/L2 classroom. A six-week…
Descriptors: Second Language Instruction, Secondary School Students, Educational Games, Educational Technology
Ertas, Bulent; Ozer, Ipek; Samur, Yavuz – AERA Online Paper Repository, 2018
Teenagers spend an incredible amount of time on smartphones, especially on social media and online games. The purpose of this study is to investigate the gender differences and relationship between smartphone, game, social networking sites (SNS) addiction and students' grade point average (GPA) scores. High school students from grades 9-12 (N=504)…
Descriptors: Adolescents, Telecommunications, Handheld Devices, High School Students

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