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Joosten, Tanya; Lee-McCarthy, Kate; Harness, Lindsey; Paulus, Ryan – Online Learning Consortium, 2020
Underrepresented students enrolled in postsecondary educational institutions in the U.S. are faced with key barriers and challenges that have created an equity gap. By considering the needs of underrepresented students, faculty and institutions are able to implement digital course ware solutions to take a step towards closing the equity gap and…
Descriptors: Electronic Learning, Educational Innovation, Educational Trends, Technology Uses in Education
Terry, Marion; Malik, Amjad – Online Submission, 2020
In response to concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as school attendance and final grades) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions…
Descriptors: Foreign Countries, High Schools, Rural Schools, High School Students
Flecha, Ramon, Ed.; Pulido, Cristina, Ed.; Villarejo, Beatriz, Ed.; Racionero, Sandra, Ed.; Redondo, Gisela, Ed.; Torras, Elisabeth, Ed. – European Commission, 2020
Students, teachers, families and other community members use digital technology as an educational tool in formal, non-formal and informal learning environments. While its use is widespread, increasing concern has emerged about its effects on children, particularly in relation to their empathy and attention capacity, as these dimensions are crucial…
Descriptors: Influence of Technology, Children, Empathy, Attention
Ukwishaka, Marie Claire; Aghaee, Naghmeh – International Association for Development of the Information Society, 2020
Facebook is growing fast in various fields including education field. Most studies showed that today students in higher education use Facebook to communicate, cooperating and finding solutions. The main purpose of this study is to investigate and reflect on students' perspectives regarding the use of Facebook and its influence on students'…
Descriptors: Social Media, Higher Education, Computer Mediated Communication, Cooperative Learning
Emma Ashworth; Neil Humphrey; Alexandra Hennessey – Journal of Research on Educational Effectiveness, 2020
This study aimed to examine the impact of a universal, school-based intervention, the Good Behavior Game (GBG), on children's behavior, and to explore any subgroup moderator effects among children at varying levels of cumulative risk (CR) exposure. A 2-year cluster-randomized controlled trial was conducted comprising 77 primary schools in England.…
Descriptors: Intervention, Elementary School Students, Check Lists, Student Behavior
Adrian Curaj; Cezar Hâj; Cosmin Holeab; Irina Geanta; Alina Iura; Dorin Cote?; Oana ?în?ar – European Union, 2025
The present report overseen by the Executive Agency for Higher Education, Research, Development and Innovation Funding (UEFISCDI) on behalf of the European Commission and the European Education and Culture Executive Agency as part of the contract for the implementation of the European Digital Education Hub, is the third report in a series…
Descriptors: Foreign Countries, Educational Innovation, Electronic Learning, Educational Practices
Pill, Shane; Harvey, Stephen; Hyndman, Brendon – Asia-Pacific Journal of Health, Sport and Physical Education, 2017
This paper examines the use of the microblogging platform Twitter as a tool for research in physical education. The research examined teacher use of game-based approaches (GBAs). A rolling Twitter conversation hosted over the course of 12 hours provided the data for the study. Participants were from 18 countries and they contributed on average…
Descriptors: Social Media, Physical Education, Physical Education Teachers, Mixed Methods Research
Overland, Corin – Contributions to Music Education, 2017
Research suggests that a teacher's social and managerial acumen is highly influential over student learning outcomes. This broad collection of skills is categorized in teacher evaluation frameworks using terms like "professional behavior" or "deportment." Despite their importance, there is little evidence to suggest that…
Descriptors: Role Playing, Simulation, Case Studies, Preservice Teachers
Lee, Chia-Wen; Yang, Cheng-Fu; Hung, Huang-Chia – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study investigated the effects of game-brand congruity and flow in racing advergames to explore the influence of embedded brands. Data from a pre- and post-test experiment were collected from total 200 of college students. They played the racing advergames between two measures. The results revealed that game-brand congruity and flow impacted…
Descriptors: College Students, Pretests Posttests, Feedback (Response), Video Games
McCoy, Charles Allan – Teaching Sociology, 2017
Goffman's dramaturgical approach is frequently used to introduce undergraduate students to the sociological understanding of human interaction. While a number of scholars have designed engaging student activities that highlight Goffman's approach, most of these activities tend to involve atypical embarrassing interactions or norm-breaking…
Descriptors: Class Activities, Educational Games, Sociology, Interaction
Lewis Ellison, Tisha – Journal of Adolescent & Adult Literacy, 2017
This case study examines one African American adolescent male's digital choices and experiences during the creation of a digital story about Minecraft. This study introduces digital participatory choice cultures as a framework to consider how he might recognize and use existing meaning-making and composition strategies to bridge what young people…
Descriptors: Story Telling, African American Students, Adolescents, Case Studies
Dove, Jane – Paedagogica Historica: International Journal of the History of Education, 2017
Children in Georgian and Victorian times were expected to be familiar with the geography of England and Wales. This study analyses some of the resources then available which taught children this information. John Aikin's "England Delineated" is evaluated as a geographical text and then compared with less formal games and puzzles, then on…
Descriptors: Geography Instruction, Teaching Methods, Educational History, Foreign Countries
Russo, James – Australian Primary Mathematics Classroom, 2017
Using a game-based context and concentrating explicitly on language, students in the early years are able to make sense about place value amid the vagaries of the English language in naming numbers. This conceptual approach to understanding place value allows students to further develop number strategies beyond counting by ones.
Descriptors: Educational Games, Teaching Methods, Mathematical Concepts, Numbers
Kocurek, Carly – American Journal of Play, 2017
The author discusses how, in practice, historians often obscure the effect of women's lives, work, and contributions on their topic, and she takes special note of video game history. Using both history and film studies as examples, she argues that games historians can and should adopt feminist viewpoints to help ensure a fuller, more diverse…
Descriptors: Females, Video Games, Films, History
Martin, Crystle – Knowledge Quest, 2017
A growing body of research focuses on the impact of video games and coding on learning. The research often elevates learning the technical skills associated with video games and coding or the importance of problem solving and computational thinking, which are, of course, necessary and relevant. However, the literature less often explores how young…
Descriptors: Video Games, Coding, Youth Programs, Youth Opportunities

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