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Wright, J. Talmadge – American Journal of Play, 2018
Critiquing and expanding Huizinga's theory of play in "Homo Ludens," the author argues for play as a means to access what is real and introduces a new model of play he calls the containment play expression (CPE) to challenge traditional notions about the opposition between play and work. This model, he contends, bridges this gap between…
Descriptors: Play, Role Playing, Computer Games, Social Theories
Facey-Shaw, Lisa; Specht, Marcus; van Rosmalen, Peter; Borner, Dirk; Bartley-Bryan, Jeanette – IEEE Transactions on Learning Technologies, 2018
In today's technological era, emerging educational technologies, such as digital badges, have shown the potential for fostering student learning. To examine the major considerations undergirding the design of digital badges used in an educational context, a conceptual literature review of multidisciplinary electronic databases oriented towards…
Descriptors: Recognition (Achievement), Educational Technology, Instructional Design, Mastery Learning
Rikawarastuti, R.; Ngatemi, N.; Yusro, Muhammad – World Journal on Educational Technology: Current Issues, 2018
Education of oral and dental hygiene for elementary students is often constrained by the nature of children who are easily saturated, so that media and games need to be an interactive, interesting and fun simulation that entices their interest and curiosity in learning. The purpose of this research is to develop a web-based dental health ladder…
Descriptors: Foreign Countries, Dental Health, Elementary School Students, Dentistry
Martín Quintana, Juan Carlos; Alemán Falcón, Jesús; Calcines Piñero, María Ascensión; Izquierdo Clemente, Diana – Early Child Development and Care, 2018
Family leisure activities require both parental interaction and supervision. This research involved 488 parents of children between 3 and 8 years old from public schools of early childhood and primary education at Gran Canaria, one of the Eastern Canary Islands (Spain); the aim was to analyze the shared leisure in family and its connection with…
Descriptors: Leisure Time, Family Relationship, Young Children, Elementary School Students
Pellas, Nikolaos; Vosinakis, Spyridon – Education and Information Technologies, 2018
Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning
Dibbs, Rebecca; Beach, Janessa; Rios, Daniel – Mathematics Teacher, 2018
Rich mathematical modeling activities are crucial to giving students agency and making mathematics meaningful. Proportional reasoning and transitional algebraic reasoning are the primary topics in the prealgebra curriculum, so a need exists for meaningful modeling activities using proportional reasoning in addition to geometric modeling. In…
Descriptors: High School Freshmen, Grade 9, Mathematics Education, Mathematics Activities
Morales-Belando, María T.; Calderón, Antonio; Arias-Estero, José L. – Physical Education and Sport Pedagogy, 2018
Background: Although a great deal of research has been undertaken from 1982 on TGfU, teachers consider its implementation to be complex and are reluctant to integrate it into their teaching practice. Furthermore, some TGfU literature does not suggest how it might be implemented and how problems might be overcome. On the other hand, a review of…
Descriptors: Physical Education, Team Sports, Skill Development, Program Effectiveness
Woodham, Omar P. – Marketing Education Review, 2018
This article introduces a simulation, Marketplace Live, and compares students' simulation performance with their course performance. The sample is drawn from 13 sections of the author's Marketing Concepts (Principles of Marketing) course. The results support the idea that marketing simulations do contribute to learning marketing concepts. Evidence…
Descriptors: Marketing, Teaching Methods, Instructional Effectiveness, Tests
Fay, Nicolas; Walker, Bradley; Swoboda, Nik; Umata, Ichiro; Fukaya, Takugo; Katagiri, Yasuhiro; Garrod, Simon – Cognitive Science, 2018
The present study points to several potentially universal principles of human communication. Pairs of participants, sampled from culturally and linguistically distinct societies (Western and Japanese, N = 108: 16 Western-Western, 15 Japanese-Japanese and 23 Western-Japanese dyads), played a dyadic communication game in which they tried to…
Descriptors: Intercultural Communication, Cultural Differences, Western Civilization, Asian Culture
Üstündag, Serhat; Özcan, Gülsen – Journal of Education and Training Studies, 2018
This research examines the effect of educational games on self-concept levels of inclusive students enrolled in secondary schools. The research was conducted in two secondary schools in Golbasi district of Ankara, the capital of Turkey, in the spring semester of 2015-2016 academic year. The research employed semi-experimental design with pretest…
Descriptors: Educational Games, Secondary School Students, Inclusion, Self Concept
Ifenthaler, Dirk; Gibson, David; Zheng, Longwei – International Association for Development of the Information Society, 2018
This study is part of a research programme investigating the dynamics and impacts of learning engagement in a challenge-based digital learning environment. Learning engagement is a multidimensional concept which includes an individual's ability to behaviourally, cognitively, emotionally, and motivationally engage in an on-going learning process.…
Descriptors: Learner Engagement, Electronic Learning, Learning Analytics, College Students
Santamaría, Cristina Rebollo; Lora, Carlos Marín; Quintana, Inmaculada Remolar; Sellés, Miguel Chover – International Association for Development of the Information Society, 2018
The first obstacles to overcome when a student has to face the task of programming for the first time are the abstraction level, the comprehension of a language with unfamiliar concepts for him/her and the specific syntax for each programming language. This work presents the qualitative results obtained in a study focused on the gain of skills for…
Descriptors: Programming Languages, Skill Development, Undergraduate Students, Video Games
Metzger, Scott Alan; Paxton, Richard J. – Theory and Research in Social Education, 2016
This article offers a typological framework for analyzing how video games make use of historical elements, shaping the ways players engage with and think about the past. Phenomenologically induced labels are posited for identifying different deployments of and experiences with historical elements in video games, illustrated by examples drawn from…
Descriptors: Video Games, History Instruction, Phenomenology, Interaction
Bailey, Chris – Literacy, 2016
Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual/physical locations. However, further research is necessary in order to help us understand how the…
Descriptors: Singing, Video Games, Interpersonal Relationship, Ethnography
Leighton, Jacqueline P.; Chu, Man-Wai – International Journal of Testing, 2016
The objective of the present article is to explore differences and similarities between cognitive diagnostic assessment (CDA) and evidence-centered game design (ECgD) in the service of intentional hybridization. Although some testing specialists might argue that both are essentially the same given their origins in principled assessment design and…
Descriptors: Cognitive Tests, Diagnostic Tests, Games, Design

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