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Kahan, David; McKenzie, Thomas L. – Journal of School Health, 2018
Background: After-school programs (ASPs) have the potential to contribute to student physical activity (PA), but there is limited empirical evidence to guide program development and implementation. Methods: We used pedometry to assess the overall effectiveness of an elementary school ASP running program relative to national and state PA…
Descriptors: After School Programs, Physical Activity Level, Program Development, Program Implementation
Denham, André R. – Educational Technology Research and Development, 2018
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Kingsley, Tara L.; Grabner-Hagen, Melissa M. – Reading Teacher, 2018
Gamification uses game elements such as quests, challenges, levels, and rewards to motivate and engage students in the classroom. Given the engagement that students feel during gameplay, it is sensible to include elements of game design to motivate students and create a space for comprehensive vocabulary instruction. Designing a gamified…
Descriptors: Vocabulary Development, Vocabulary Skills, Game Theory, Curriculum Design
Cai, Su; Zhu, Gaoxia; Wu, Ying-Tien; Liu, Enrui; Hu, Xiaoyi – Interactive Learning Environments, 2018
Children with Autism Spectrum Disorder (ASD) perform poorly in complex fine motor skills and recognition, and they have difficulties in learning complex and multistep motor skills. Gestures-based games, which enable users to get timely feedback, to learn from failure, to engage in games at every moment, and to interact with computers intuitively…
Descriptors: Autism, Pervasive Developmental Disorders, Psychomotor Skills, Nonverbal Communication
Leppisaari, Irja; Peltoniemi, Janne; Hohenthal, Tuula; Im, Yeonwook – Journal of Interactive Learning Research, 2018
Peer assessment brings new affordances to the implementation of meaningful assessment on online courses (e.g. MOOCs) by using technological solutions to automate the assessment process. For this reason, teachers need digital pedagogic skills for planning, implementing and developing effective peer assessment models. In this paper we apply the…
Descriptors: Peer Evaluation, Online Courses, Automation, College Students
Serious Game-Based Learning: The Place of Users' Verbalization in The Acquisition of Specific Skills
Denami, Maria – International Journal of Training and Development, 2018
This study focuses on the analysis of peripheral phenomena such as verbalization and over-learning by users while playing serious games (SGs) in order to develop their competences. For this purpose, we used an SG aimed at training the operators who are meant to work in cleanrooms devoted to pharmaceutical production. Data concerning the…
Descriptors: Educational Games, Skill Development, Verbal Communication, Verbal Learning
Pilkington, Colin – International Review of Research in Open and Distributed Learning, 2018
The central role of motivation to learn in distance education has been noted, and gamification has been proposed as one approach to promote student motivation. This study explores promoting motivation in a distance education, third-year computer programming course via a gamified approach to improve coursework participation and student experience.…
Descriptors: Student Motivation, Distance Education, Programming, Behavior Change
Russo, James A. – Teaching Children Mathematics, 2018
Three-in-a-Row Lucky Numbers is an engaging, enjoyable, mathematically meaningful, game-based activity involving dice and a hundred chart, which can be used to introduce students to multiplication. The game provides a mechanism for students to explore the structure of multiplication, experiment with the distributive property, and begin to…
Descriptors: Mathematics Instruction, Multiplication, Educational Games, Teaching Methods
Cannon, Michelle; Potter, John; Burn, Andrew – Changing English: Studies in Culture and Education, 2018
This paper reflects on recent projects in a variety of media forms, in both formal and informal educational settings, discussing ways of expanding our notions of literacy practices which reflect their place in the wider lived experience of digital culture. We have collected these reflections under three headings. The first of these, Dynamic…
Descriptors: Literacy Education, Literacy, Play, Semiotics
Denham, André R.; Guyotte, Kelly W. – Learning, Media and Technology, 2018
Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…
Descriptors: Computer Games, Teaching Methods, Transformative Learning, Computer Mediated Communication
Robison, Tiger – General Music Today, 2018
The purpose of this article is to address the issue that children's natural singing voices and pitch perception are in a treble range, and a male elementary general music teacher's natural singing voice is an octave below. There are many strategies to overcome this significant but manageable obstacle in daily teaching, including monitoring of…
Descriptors: Music Teachers, Music Education, Males, Elementary School Teachers
Plavnick, Joshua B.; Dueñas, Ana D. – Journal of Autism and Developmental Disorders, 2018
Four adolescents with autism spectrum disorder (ASD) were taught to interact with peers by asking social questions or commenting about others during game play or group activities. Participants were shown a video model and then given an opportunity to perform the social behavior depicted in the model when playing a game with one another. All…
Descriptors: Adolescents, Autism, Pervasive Developmental Disorders, Peer Relationship
Roberts, J. Christopher – Update: Applications of Research in Music Education, 2018
In a bid to make formal music education experiences more relevant to children's lives, teachers have sought to incorporate aspects of children's informal learning practices into classroom settings. Singing games have a long history both in and out of school settings, and the recontextualization that occurs when brought into the music classroom…
Descriptors: Literature Reviews, Self Determination, Singing, Games
Nelson, James Byron; Fabiano, Andrew M.; Lamoureux, Jeffrey A. – Learning & Memory, 2018
Two experiments assessed the effects of extinguishing a conditioned cue on subsequent context conditioning. Each experiment used a different video-game method where sensors predicted attacking spaceships and participants responded to the sensor in a way that prepared them for the upcoming attack. In Experiment 1 extinction of a cue which signaled…
Descriptors: Learning Processes, Arousal Patterns, Attention, Context Effect
Çiftci, Serdar – Journal of Education and Training Studies, 2018
This study examines the tendencies of studies carried out using text mining methods under the title of "serious game". A query was run for the "serious game" keyword in the Web of Science search engine to acquire the data. The study included publications that were scanned in the SCI-EXPANDED, SSCI and A&HCI indices between…
Descriptors: Educational Trends, Educational Games, Educational Research, Bibliometrics

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