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Nelson, Emily – Pedagogy, Culture and Society, 2017
Theorising power in student voice is contested terrain dominated by critical theory but challenged increasingly by post-structural approaches. Although critical approaches have suited the advocacy needed to establish student voice as worthy social justice work in this article I explore post-structural resources that more generatively account for…
Descriptors: Individual Power, Power Structure, Postmodernism, Ambiguity (Context)
Xu, Hao; Song, Donglei; Yu, Tao; Tavares, Adriano – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Many attempts at personalisation have been made in education. They all collect learning data and analyse learning behaviours, and ultimately achieve personalised learning dynamically. However, further research is needed on the ways to effectively access and analyse information about learning within an enjoyable environment and with positive…
Descriptors: Case Studies, Learning Experience, Knowledge Management, Teaching Methods
Seidl, Tobias – International Journal of Game-Based Learning, 2017
Teamwork and cooperation are important 21st century skills and therefore important parts of the higher education curriculum. Following Kolb's "experiential learning cycle" model a combination of project work and moderated reflection can help students to acquire these skills. This article elaborates how LEGO® Serious Play® (LSP) can be…
Descriptors: Case Studies, Educational Games, Teamwork, Cooperative Learning
Javaid, Osman – International Journal of Game-Based Learning, 2017
This case study tracks the development of a digital induction resource implementing game elements that focuses on the first two stages of Gilly Salmon's Five Stage Model, namely "access and motivation" and "online socialisation" (Salmon, 2011). In the summer of 2016, a prototype was developed and presented at the Playful…
Descriptors: Case Studies, Educational Games, Foreign Countries, Electronic Learning
Elliott, Steven; Combs, Sue; Huelskamp, Amelia; Hritz, Nancy – Journal of Physical Education, Recreation & Dance, 2017
Creative K-12 health teachers can engage students in large classes by utilizing active learning strategies. Active learning involves engaging students in higher-order tasks, such as analysis and synthesis, which is a crucial element of the movement toward what is commonly called "learner-centered" teaching. Health education teachers who…
Descriptors: Elementary Secondary Education, Learner Engagement, Active Learning, Teaching Methods
Dishon, Gideon – Paedagogica Historica: International Journal of the History of Education, 2017
This article examines the ascendance of team sports as tools of "character building" in British Victorian public schools in the second half of the nineteenth century. The focus of this enquiry is the commonly overlooked pedagogical innovation underlying this process--the utilisation of "organised games" as educational tools.…
Descriptors: Team Sports, Educational History, Personality, Values Education
Casañ-Pitarch, Ricardo – Digital Education Review, 2017
The use of videogames in the foreign language (FL) classroom seems to be gradually increasing nowadays. TICs are making the lives of educators easier and their teaching methods more effective; these positive experiences make that researchers in this field are constantly introducing and developing new teaching methods and electronic applications.…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Second Language Instruction
Gerasimov, Kirill; Gerasimov, Boris – International Journal of Educational Management, 2017
Purpose: The purpose of this paper is to present the results of the research in the sphere of education and preparation of Russian executives in view of mentality and elements of national model of management. Design/methodology/approach: The research consisted in analysis of modern developments in the sphere of HR management in socio-economic…
Descriptors: Professionalism, Administrator Education, Foreign Countries, Human Relations
It Is All about Inquiry: A Cross-Disciplinary Conversation about the Shared Foundations for Teaching
Firkins Nordstrom, Jennifer A.; Sumner, David Thomas – PRIMUS, 2017
This paper brings together general principles for teaching inquiry across disciplines with those generally employed in mathematics classrooms. It describes some broad principles of teaching inquiry to first-year writing students and shows how these can be employed in the context of a course on game theory in popular culture. Although undergraduate…
Descriptors: Inquiry, Writing Instruction, Mathematics Instruction, Teaching Methods
Kollars, Nina; Rosen, Amanda M. – Journal of Political Science Education, 2017
In terms of gamification within political science, some fields-particularly international relations and American politics--have received more attention than others. One of the most underserved parts of the discipline is research methods; a course that, coincidentally, is frequently cited as one that instructors hate to teach and students hate to…
Descriptors: Political Science, Educational Games, Teaching Methods, Politics
Jayantilal, Kumar; O'Leary, Nick – European Physical Education Review, 2017
The purpose of this study was to explore how a physical education (PE) teacher employed the direct instruction model (DIM) teaching games in a United Kingdom secondary school. The research sought to identify how the teacher utilised the DIM and those factors that influenced his use of the model. Occupational socialization was used to identify the…
Descriptors: Physical Education, Physical Education Teachers, Direct Instruction, Foreign Countries
Bauer, Malcolm; Wylie, Caroline; Jackson, Tanner; Mislevy, Bob; Hoffman-John, Erin; John, Michael; Corrigan, Seth – Journal of Applied Testing Technology, 2017
This paper explores the relation between formative assessment principles and their analogues in video games that game designers have been developing over the past 35 years. We identify important parallels between the two that should enable effective and efficient use of well-designed video games in the classroom as part of an overall learning…
Descriptors: Video Games, Evaluation Methods, Formative Evaluation, Design
Li, Qing; Pustaka, Arkhadi – Educational Research, 2017
Background: Cyberbullying is connected with online gaming in complex ways. Although cyberbullying can occur while people play games, it is also the case that gaming may have the potential to address cyberbullying and bullying problems. Purpose: This study examines young adults' beliefs and experiences related to cyberbullying and gaming. Sample:…
Descriptors: Bullying, Computer Mediated Communication, Attitude Measures, College Students
Johnson, Claire – International Journal of Computer Science Education in Schools, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using Game Maker can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on the learning…
Descriptors: Foreign Countries, Computer Games, Educational Technology, Technology Uses in Education
Martinez, Pamela N. – ProQuest LLC, 2017
Active gaming is a form of video gaming that requires full body motion or varying degrees of physical activity to play a game. While active gaming has gained momentum, there is a lack of studies that provide insight on how they should be designed, specifically components of active games make them engaging. This study identifies, analyzes and…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Physical Activities

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