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Bodnar, Cheryl A.; Anastasio, Daniel; Enszer, Joshua A.; Burkey, Daniel D. – Journal of Engineering Education, 2016
Background: Many students may not respond strongly to instruction that they do not perceive as engaging. One pedagogical approach to help engage students involves the use of games. Educational games can provide students with a motivating and stimulating environment while providing them with immediate feedback to promote learning. Purpose: This…
Descriptors: Game Based Learning, Engineering Education, Undergraduate Students, Learner Engagement
Weintrop, David; Wilensky, Uri – Educational Technology, 2016
Video games are an oft-cited reason for young learners getting interested in programming and computer science. As such, many learning opportunities build on this interest by having kids program their own video games. This approach, while sometimes successful, has its drawbacks stemming from the fact that the challenge of programming and game…
Descriptors: Video Games, Teaching Methods, Programming, Computer Science
Jong, Morris S. Y. – British Journal of Educational Technology, 2016
Our work is set against the backdrop of the pervasive discussion of harnessing online games to provide students with new constructivist learning opportunities. Upon the theoretical foundation, we have developed Virtual Interactive Student-Oriented Learning Environment (VISOLE), a teaching framework for implementing constructivist online game-based…
Descriptors: Constructivism (Learning), Computer Games, Computer Simulation, Teaching Methods
Rajeev, Priya Nair; Kalpathi, Subramanian – Industry and Higher Education, 2016
This paper is based on the concept of Improv games as a promising mechanism and design principle for enhancing an organization's capacity for learning and adaptability. The study explores how Improv games can be used to create a mindset conducive to change, facilitate ideation and guide discussions on bringing about systemic change. In the case…
Descriptors: Games, Management Development, Case Studies, Teaching Methods
Jaffee, Laura Jordan – Policy Futures in Education, 2016
A slew of recent news coverage has reported favorably on the use of virtual reality video games as a treatment for post-traumatic stress disorder (PTSD) in U.S. soldiers returning from Iraq and Afghanistan. Drawing on critical disability studies work, this paper argues that such depictions (re)produce a depoliticized framework for understanding…
Descriptors: Posttraumatic Stress Disorder, Foreign Policy, Computer Simulation, War
Hughes, Michael; Lacy, C. Jeff – portal: Libraries and the Academy, 2016
Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring a number of articles. That interest tapered off in tandem with gamification's wider decline, but signs point to its reemergence. Anticipating renewed interest in gamification, the authors reviewed the…
Descriptors: Literature Reviews, Games, Change Strategies, Educational History
Kim, Yoon Jeon; Almond, Russell G.; Shute, Valerie J. – International Journal of Testing, 2016
Game-based assessment (GBA) is a specific use of educational games that employs game activities to elicit evidence for educationally valuable skills and knowledge. While this approach can provide individualized and diagnostic information about students, the design and development of assessment mechanics for a GBA is a nontrivial task. In this…
Descriptors: Design, Evidence Based Practice, Test Construction, Physics
Hanson-Smith, Elizabeth – TESOL Journal, 2016
Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.
Descriptors: Educational Games, Teaching Methods, Student Behavior, Second Language Learning
Holdener, J.; Milnikel, R. – PRIMUS, 2016
In this article we present three group activities designed for math students: a balloon-twisting workshop, a group proof of the irrationality of p, and a game of Math Bingo. These activities have been particularly successful in building enthusiasm for mathematics and camaraderie among math faculty and students at Kenyon College.
Descriptors: Group Activities, Mathematics Activities, Mathematical Logic, Educational Games
Helsen, Werner F.; Baker, Joseph; Schorer, Joerg; Steingröver, Christina; Wattie, Nick; Starkes, Janet L. – High Ability Studies, 2016
The relative age effect (RAE) has been demonstrated in many youth and professional sports. In this study, we hypothesized that there would also be a RAE among youth chess players who are typically involved in a complex cognitive task without significant physical requirements. While typical RAEs have been observed in adult chess players, in this…
Descriptors: Case Studies, Games, Youth, Competition
Dogan, Hamide – European Journal of Science and Mathematics Education, 2016
Many studies mentioned the deductive nature of Mathematical Induction (MI) proofs but almost all fell short in explaining its potential role in the formation of the misconceptions reported in the literature. This paper is the first of its kind looking at the misconceptions from the perspective of the abstract of the deductive logic from one's…
Descriptors: Logical Thinking, Mathematics Instruction, Role, Misconceptions
Grey, Simon – New Directions in the Teaching of Physical Sciences, 2016
This paper explores the role of games in learning. Beginning with some carefully selected definitions of games, comparisons are drawn between the fields of games design and of learning and teaching, highlighting a parallel between games as designed experiences, and teaching as designed learning experiences. Games are seen as being highly engaging,…
Descriptors: Educational Games, Learner Engagement, Design, Learning Experience
Choosing versus Receiving Feedback: The Impact of Feedback Valence on Learning in an Assessment Game
Cutumisu, Maria; Schwartz, Daniel L. – International Educational Data Mining Society, 2016
Studies examining feedback in educational settings have largely focused on feedback that is received, rather than chosen, by students. This study investigates whether adult participants learn more from choosing rather than receiving feedback from virtual characters in a digital poster design task. We employed a yoked study design and two versions…
Descriptors: Feedback (Response), Educational Games, Computer Assisted Testing, Selection
Sy, Jolene R.; Gratz, Olivia; Donaldson, Jeanne M. – Journal of Behavioral Education, 2016
The good behavior game (GBG) is a class-wide contingency management strategy that involves rewarding teams who engage in low levels of disruptive behavior. The GBG has been found to be effective with neuro-typical individuals from preschool to high school. In Study 1, teachers and experimenters implemented the GBG on alternating days in an…
Descriptors: Games, Student Behavior, Reinforcement, Criteria
Ross, Joel – ProQuest LLC, 2013
Assessing people's understanding of the causal relationships found in large-scale complex systems may be necessary for addressing many critical social concerns, such as environmental sustainability. Existing methods for assessing systems thinking and causal understanding frequently use the technique of cognitive causal mapping. However, the…
Descriptors: Systems Approach, Computer Games, Concept Mapping, Cognitive Processes

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