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Callies, Sophie; Gravel, Mathieu; Beaudry, Eric; Basque, Josianne – International Journal of Game-Based Learning, 2017
This paper presents an architecture designed for simulation serious games, which automatically generates game-based scenarios adapted to learner's learning progression. We present three central modules of the architecture: (1) the learner model, (2) the adaptation module and (3) the logs module. The learner model estimates the progression of the…
Descriptors: Simulation, Educational Games, Models, Computation
Clausen, Daniel – English Teaching Forum, 2017
Games have long been a staple of active learning environments. They are a fantastic way to reduce anxiety, promote competition, and energize classrooms. Board games, in particular, can be very useful in building real-world skills in a fun and non-threatening environment. Therefore, the author uses them extensively for Business English classes and…
Descriptors: Games, Business English, Active Learning, Teaching Methods
Barnard, Dan – International Journal of Game-Based Learning, 2017
This case study draws on some experiments I have been doing in the use of dice in the ideas generation phase of a creative project. It draws on workshops I have run with creative technology students at Goldsmiths, with a range of adults at the Counterplay Conference in Aarhus (Denmark) and the Playful Learning Conference at Manchester Metropolitan…
Descriptors: Case Studies, Educational Games, Creativity, Drama Workshops
Cheatham, Jessica M.; Ozga, Jenny E.; St. Peter, Claire C.; Mesches, Gabrielle A.; Owsiany, Jennifer M. – Journal of Behavioral Education, 2017
Participation in college classrooms remains low, despite evidence that increased participation contributes to better grades. Incorporating active student educational strategies may help combat poor participation. The Good Behavior Game is a tool for improving various behaviors of children and adolescents in schools. However, strategies similar to…
Descriptors: Class Activities, Student Participation, Comparative Analysis, Student Behavior
Markovetz, Matthew R.; Clark, Renee M.; Swiecki, Zachari; Irgens, Golnaz Arastoopour; Chesler, Naomi C.; Shaffer, David W.; Bodnar, Cheryl A. – Advances in Engineering Education, 2017
Engineering product design requires both technical aptitude and an understanding of the nontechnical requirements in the marketplace, economic or otherwise. Engineering education has long focused on the technical side of product design, but there is increasing demand for market-aware engineers in industry. Market-awareness and customer-focus are…
Descriptors: Epistemology, Teaching Methods, Games, Engineering Education
Finke, Erinn H.; Wilkinson, Krista M.; Hickerson, Benjamin D. – Journal of Autism and Developmental Disorders, 2017
The purpose of this study was to understand the social referencing behaviors of children with and without autism spectrum disorder (ASD) while visually attending to a videogame stimulus depicting both the face of the videogame player and the videogame play action. Videogames appear to offer a uniquely well-suited environment for the emergence of…
Descriptors: Eye Movements, Autism, Pervasive Developmental Disorders, Social Behavior
Wouters, Pieter; van Oostendorp, Herre; ter Vrugte, Judith; vanderCruysse, Sylke; de Jong, Ton; Elen, Jan – British Journal of Educational Technology, 2017
The challenge in serious games is to improve the effectiveness of learning by stimulating relevant cognitive processes. In this paper, we investigate the potential of surprise in two experiments with prevocational students in the domain of proportional reasoning. Surprise involves an emotional reaction, but it also serves a cognitive goal as it…
Descriptors: Educational Games, Teaching Methods, Emotional Response, Logical Thinking
Bureš, Vladimír; Mikulecká, Jaroslava; Ponce, Daniela – SAGE Open, 2017
The use of television (TV) for learning purposes has been a topic of interest for several decades. Although digital TV represents a highly up-and-coming platform for education, there is a plethora of issues from various areas. The primary goal of this article is to present details associated with the investigation of how elderly as a distinctive…
Descriptors: Television, Educational Technology, Older Adults, Adult Education
McDowall, Sue – New Zealand Council for Educational Research, 2017
We know it is important to help students to critically engage with texts like books and movies. We want them to become skilled at questioning what's in front of them, and understand how texts are constructed, and whose interests are served. We also need to develop their critical literacy as they interact with games. So, how can we help them do…
Descriptors: Critical Literacy, Educational Games, Foreign Countries, Learner Engagement
Catherine Burwell – English Journal, 2017
Currently, more than 50 of the top 100 YouTube channels feature gameplay, a popularity largely fueled by young audiences. Let's Play videos (often known simply as LPs) typically include gameplay footage accompanied by simultaneous commentary recorded by the player. This article explores three ways English educators might use Let's Play videos and…
Descriptors: Video Games, English Instruction, Literacy, Video Technology
Susan L. Stansberry; Scott M. Haselwood – International Journal of Designs for Learning, 2017
This design case includes the challenges, considerations, and decisions associated with the design, development, and delivery of a master's level educational technology course on teaching and learning with games and simulations. A master's level course, Digital Games and Simulations in the Classroom, faced redesign in order to add a gamification…
Descriptors: Game Based Learning, Teaching Methods, Simulation, Curriculum Development
González-Lloret, Marta – Language Learning & Technology, 2021
In order to develop pragmatic competence in a language other than our own (L2), it is important to have enough knowledge of the cultural norms of the target language and enough opportunities to interact with a wide range of speakers to deploy different speech acts, registers, levels of politeness, conversational moves, and the like. The…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Sigurjónsdóttir, Sigríður; Nowenstein, Iris – Second Language Research, 2021
This article reviews prominent research on non-English-speaking children's extramural acquisition of English through digital media, and examines the understudied scenario of possible effects of such second language (L2) English input on domestically dominant but globally small first languages (L1s), with Icelandic as the test case. We outline the…
Descriptors: Indo European Languages, Foreign Countries, Children, Vocabulary
Tokutake, Hayato; York, James; Shibata, Koichi; Nakayama, Hiroshi – Journal of Educational Multimedia and Hypermedia, 2021
This study explored the effect of differing levels of interactivity in a VR language learning system on learner oral task performance. 30 participants were divided into 15 pairs which undertook two spot-the-difference tasks. One in a static-VR system, the other in an interactive-VR system which required them to move objects into the correct…
Descriptors: Oral Language, Computer Simulation, Second Language Learning, Second Language Instruction
Li, Rui; Meng, Zhaokun; Tian, Mi; Zhang, Zhiyi; Xiao, Wei – Computer Assisted Language Learning, 2021
Although digital game-based vocabulary learning (DGBVL) has attracted considerable attention, factors attributing to the facilitative effects of DGBVL have not yet been satisfactorily understood. To this end, under the theoretical framework of flow theory, this study investigates the effects of flow experiences on Chinese…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Feedback (Response)

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