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Bain, Christina; Hyatt, Joana – Art Education, 2017
Preservice teachers are typically educated in university settings and learn teaching methodology through coursework. Many preservice teachers find themselves underprepared for handling challenging situations in art classrooms. Teaching is very often influenced by contextual factors such as the space and design of the classroom, demographics and…
Descriptors: Art Education, Preservice Teacher Education, Educational Games, Experiential Learning
Wiburg, Karin; Parra, Julia; Mucundanyi, Gaspard; Latorre, Joann; Torres, Ruth Constansa – International Journal of Technology in Teaching and Learning, 2017
Faculty and Doctoral Students in a Learning Design & Technology program have been researching and studying instructional design models over the last year in light of current changes in learning and design theory. This work is part of a yearlong project related to the following two questions: 1) What are instructional design (ID) models that…
Descriptors: Constructivism (Learning), Instructional Design, Models, Educational Games
Experiences of 5th Grade Students Participating in Active Gaming-Assisted Physical Education Lessons
Yüksel, Hidayet Suha; Tuncel, Fehmi – Journal of Education and Training Studies, 2017
The aim of present study is to explore the experiences of 5th grade students, who participated in physical education courses structured based on the active gaming program. The qualitative case study model was employed in this study. Twelve 5th grade students attending the physical education lessons were involved in present study. The physical…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Student Experience
de los Arcos, Beatriz; Faems, Bram; Comas-Quinn, Anna; Pulker, Hélène – European Journal of Open, Distance and E-Learning, 2017
The affordance of social interaction has been a part of open online repositories of teaching and learning resources for nearly two decades. Repositories are built not only to collect and disseminate materials, but enable users to collaborate and review, comment on and rate the content they access. However, research indicates that (a) most users do…
Descriptors: Access to Information, Electronic Libraries, Games, Social Networks
Thompson, Clarissa A.; Morris, Bradley J.; Sidney, Pooja G. – Grantee Submission, 2017
Do children spontaneously represent spatial-numeric features of a task, even when it does not include printed numbers (Mix et al., 2016)? Sixty first grade students completed a novel spatial estimation task by seeking and finding pages in a 100-page book without printed page numbers. Children were shown pages 1 through 6 and 100, and then were…
Descriptors: Elementary School Students, Grade 6, Number Concepts, Spatial Ability
Morrier, Michael J.; Ziegler, Sonja M. T. – Journal of Autism and Developmental Disorders, 2018
Children with autism spectrum disorder (ASD) have difficulties interacting with same-aged peers during unstructured play (e.g., on the playground). Thirty-five toddler and preschool children with and without ASD participated in a structured 15-min outdoor play curriculum. The intervention, "the Buddy Game," used familiar songs, movement,…
Descriptors: Autism, Pervasive Developmental Disorders, Toddlers, Preschool Children
Matta, Alfredo; Silva, Francisca De Paula Da; Amorim, António; Boaventura, Edivaldo – Asian Journal of Distance Education, 2018
Based on the 15 years long analysis on the investigation about the relationship between Research and Knowledge in History and the Development of Digital Technology for the teaching and research in this knowledge area, comes up an interpretation of the new contributions that the digital technologies are bringing for the knowledge in History, from…
Descriptors: Educational Technology, Technology Uses in Education, History Instruction, Knowledge Level
Havard, Byron; Hyland, Courtney; Podsiad, Megan; Hastings, Nancy B. – Distance Learning, 2018
Although advances in wearable technology have progressed significantly over the past few decades, researchers and educators are continually developing wearable devices and finding new ways to incorporate them into the academic curriculum. Currently, the usage of wearable devices occurs in a variety of ways in K-12 education. Educators and…
Descriptors: Assistive Technology, Educational Technology, Technology Integration, Elementary Secondary Education
Kao, Ming-Sui; Wang, Chen-Hsuan – International Journal of Developmental Disabilities, 2018
Objectives: Upper limb motor dysfunction often occurs in individuals with intellectual disabilities, affecting their daily self-care abilities and employability. Therefore, enhancing their upper limb motor function could improve the quality of life. This study investigated the impact of Frisbee game course on the upper limb motor function of…
Descriptors: Psychomotor Skills, Games, Vocational Education, Moderate Intellectual Disability
Lastrapes, Renée E.; Fritz, Jennifer N.; Casper-Teague, Laura – Journal of Behavioral Education, 2018
The Teacher versus Students Game is a variation of the Good Behavior Game (Barrish et al. in J Appl Behav Anal 2:119-124, 1969. https://doi-org.bibliotheek.ehb.be/10.1901/jaba.1969.2-119) in which students compete against the teacher to earn points and win the game. Students earn points when they follow rules, whereas the teacher earns points when they do not. The…
Descriptors: Student Behavior, Educational Games, Competition, Time on Task
Permatasari, Ranni; Putri, Ratu Ilma Indra; Zulkardi – Journal on Mathematics Education, 2018
This study aimed to develop a set of PISA-like mathematics problems on uncertainty and data content using football as a context which was valid, practical and had potential effects on students' mathematical literacy ability. The method used in this study is design research with development studies type which had two stage: the preliminary and…
Descriptors: Foreign Countries, Mathematics Instruction, Problem Solving, Grade 10
Schneider, Joachim; Schaal, Steffen – Environmental Education Research, 2018
Geogames are complex location-based games for smartphones and they are part of a critical discussion within the community of environmental education. The aim of the study is to asses if smartphone games are suitable to foster connectedness to nature and if there are differences between a complex Geogame and a less-demanding treasure hunt. For this…
Descriptors: Telecommunications, Handheld Devices, Environmental Education, Computer Games
Rodríguez, Antonio; Boada, Imma; Thió-Henestrosa, Santiago; Sbert, Mateu – British Journal of Educational Technology, 2018
Cardiopulmonary resuscitation (CPR) is a first aid survival technique used to recover victims of cardiac arrest. To learn CPR different handheld device applications have been proposed. Most of them are based on sophisticated graphics and interaction techniques that make them inaccessible to visually impaired people. In this paper, we propose…
Descriptors: First Aid, Video Games, Teaching Methods, Visual Impairments
Deich, B. A.; Galeeva, N. V. – Russian Education & Society, 2018
The article examines the relationship between the development of the subculture of childhood and the evolution of out-of-school education. It identifies the historical stages of the influence of the subculture of childhood on the nature of extracurricular learning and development. We analyze the concepts of the "subculture of childhood"…
Descriptors: Subcultures, Concept Formation, Children, Child Development
Kocadere, Selay Arkün; Çaglar, Seyma – Educational Technology & Society, 2018
Studies highlight the need to consider different player types during gamification design. The aim of the present study was to determine the elements that affect learners showing different player type characteristics in a gamified learning environment. Accordingly, the study examined which game elements trigger which mechanics. The design of the…
Descriptors: Educational Games, Design, Undergraduate Students, Individual Characteristics

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