Publication Date
| In 2026 | 3 |
| Since 2025 | 609 |
| Since 2022 (last 5 years) | 3083 |
| Since 2017 (last 10 years) | 6982 |
| Since 2007 (last 20 years) | 11800 |
Descriptor
| Educational Games | 9526 |
| Teaching Methods | 5518 |
| Games | 5084 |
| Foreign Countries | 4928 |
| Video Games | 2750 |
| Computer Games | 2604 |
| Game Based Learning | 2565 |
| Educational Technology | 2421 |
| Learning Activities | 2186 |
| Student Attitudes | 2062 |
| Simulation | 2014 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 2430 |
| Teachers | 1547 |
| Students | 184 |
| Researchers | 175 |
| Parents | 157 |
| Media Staff | 61 |
| Administrators | 55 |
| Policymakers | 40 |
| Counselors | 17 |
| Community | 14 |
| Support Staff | 7 |
| More ▼ | |
Location
| Turkey | 482 |
| Australia | 362 |
| Taiwan | 299 |
| Canada | 272 |
| United Kingdom | 237 |
| Spain | 232 |
| China | 210 |
| Indonesia | 198 |
| United States | 174 |
| California | 162 |
| Germany | 145 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 20 |
| Meets WWC Standards with or without Reservations | 31 |
| Does not meet standards | 17 |
Gamified E-Reading Experiences and Their Impact on Reading Comprehension and Attitude in EFL Classes
Kaban, Aysegul Liman – International Journal of Mobile and Blended Learning, 2021
The use of computers and electronic devices for recreational reading and for reading in educational settings has gone up significantly in recent years. Whereas the digital revolution is rapidly changing the world, it is also changing education. This study examined the perceptions of secondary school EFL learners in Turkey of their e-reading…
Descriptors: Electronic Publishing, Electronic Learning, Books, Printed Materials
Tay, Lee Yong; Aiyoob, Thaslim Begum; Chua, Terence Buan Kiong; Ramachandran, Kalaivani; Chia, Michael Yong Hwa – Educational Media International, 2021
The proliferation of information and communication technology (ICT) has changed the way we live and this also has implications on how it is used for learning and entertainment. However, technology and digital media are more often seen as gateways to entertainment and the attraction is a very strong one. This is true for adults and children…
Descriptors: Preschool Children, Parent Attitudes, Information Technology, Family Environment
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
Kaftan, Joanna; Linantud, John – Journal of Political Science Education, 2021
This article utilizes the online world politics simulation Statecraft to examine how students perceive the influence of simulations on their political ideologies as well as their expectations about behavior and outcomes within the constraints of a virtual world. This paper does not evaluate learning outcomes or student understanding of class…
Descriptors: Foreign Policy, Student Attitudes, International Relations, Political Science
Sierra, Javier; Suárez-Collado, Ángela – International Journal of Sustainability in Higher Education, 2021
Purpose: There is a growing trend in higher education institutions to develop multi-disciplinary approaches to education for sustainable development and to implement student-centered and problem-based methodologies to increase student engagement and satisfaction. This paper aims to present an innovative methodology to increase student awareness…
Descriptors: Economic Factors, Decision Making, Sustainable Development, Objectives
Greenhalgh, Spencer P. – Journal of Experimental Education, 2021
Games can invite players to try on moral identities, but players ultimately choose how to respond to this invitation. In this study, I explore how the design of a game and the context it is played in affect whether players tried on a moral identity when completing in-game actions. I interviewed seven students who had played an ethics game and…
Descriptors: Moral Values, Self Concept, Correlation, Design
Casañ-Pitarch, Ricardo; Gong, Jingtao – Language Learning in Higher Education, 2021
The use of video games in the foreign language classroom is becoming an emerging tendency. This paper aims at analysing how the serious video game "ImmerseMe" influences the learning of Spanish as a foreign language within a group of 22 Chinese students. This research was conducted through an experiment that included testing…
Descriptors: Vocabulary Development, Spanish, Second Language Learning, Second Language Instruction
Pereira, Audrey S.; Wahi, Monika M. – Online Learning, 2021
Research has established that "cognitive rehearsal," (CR) or the visualization of application of a behavioral response to a situation, can increase self-efficacy through vicarious experience, but is challenging to induce online. Online higher education curricula can include collaborative game-based learning (GBL) in the form or…
Descriptors: Role Playing, Game Based Learning, Cooperative Learning, Online Courses
Goodwin, Amanda P.; Petscher, Yaacov; Tock, Jamie – Grantee Submission, 2021
Background: Middle school students use the information conveyed by morphemes (i.e., units of meaning such as prefixes, root words and suffixes) in different ways to support their literacy endeavours, suggesting the likelihood that morphological knowledge is multidimensional. This has important implications for assessment. Methods: The current…
Descriptors: Morphology (Languages), Morphemes, Middle School Students, Knowledge Level
Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
Milner, Rachel; Parrish, Jonathan; Wright, Adrienne; Gnarpe, Judy; Keenan, Louanne – Journal of College Science Teaching, 2015
In a large-enrollment, introductory biochemistry course for nonmajors, the authors provide students with formative feedback through practice questions in PDF format. Recently, they investigated possible benefits of providing the practice questions via an online game (Brainspan). Participants were randomly assigned to either the online game group…
Descriptors: Biochemistry, Nonmajors, Science Instruction, College Science
Maivorsdotter, Ninitha; Quennerstedt, Mikael; Öhman, Marie – International Journal of Game-Based Learning, 2015
The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A…
Descriptors: Foreign Countries, Junior High School Students, Exercise, Educational Games
González Ibánez, José de Jesús Luis; Wang, Alf Inge – International Journal of Game-Based Learning, 2015
The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best…
Descriptors: Recycling, Educational Games, Computer Games, Nonverbal Communication
Slade, Dennis G.; Webb, Louisa A.; Martin, Andrew J. – Physical Education and Sport Pedagogy, 2015
Background: Over the last 30 years, traditional skill-based game teaching models have gradually been supplemented by instruction under an inclusive banner of "Teaching Games for Understanding" (TGfU). This approach focuses on developing tactical understanding through modified games and a philosophy that places the learner rather than the…
Descriptors: Constructivism (Learning), Team Sports, Sport Psychology, Physical Education
Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research

Peer reviewed
Direct link
