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London, Manuel; Diamante, Thomas – APA Books, 2018
Innovation is one of the key drivers of success in modern business, and continuous learning is what drives innovation. Building on the theory and practice of consulting psychology and the science of learning, along with principles of human resources development, Manuel London and Thomas Diamante articulate a five-step process for designing and…
Descriptors: Intervention, Consultants, Instructional Design, Needs Assessment
Güler, Dursun; Özsoy, Olcay – Online Submission, 2018
This paper examines preschool and primary school educational games from teachers' perspective. Research group was composed by Amasya centre and related preschools and primary schools working teachers aged between 20 and 40, official and on payment (temporary). In total, 214 preschool and primary school teachers have been interviewed. The handouts…
Descriptors: Preschool Teachers, Elementary School Teachers, Educational Games, Teacher Attitudes
Pappa, Giouli; Papadima-Sophocleous, Salomi – Research-publishing.net, 2018
"Serious Games [SGs] are applications combining educational content with gameplay by integrating learning objectives into a game-like environment" (Thillainathan & Leimeister, 2014, p. 1). However, they have not been used much in language teacher education and training (Ulicsak, 2010). This paper describes the design of…
Descriptors: Educational Games, Second Language Learning, Computer Assisted Instruction, Creative Writing
Rueb, Avery; Cardoso, Walcir; Grimshaw, Jennica – Research-publishing.net, 2018
"Prêt à Négocier" (PàN) is an interactive digital information gap game designed to help French students improve their interaction skills. In this study, we examined the effects of its use on improving French learners' vocabulary. Following a pretest/posttest design, we compared the development of 20 French words between an experimental…
Descriptors: Second Language Learning, Second Language Instruction, French, Vocabulary Development
Alsawaier, Raed S. – ProQuest LLC, 2018
The purpose of this mixed-method study was to explore the effects of the use of gamification on students' motivation and engagement in the college environment. The study drew from three theoretical principles: Self-determination theory, new literacy studies, and behaviorism. The study was conducted at Washington State University on two English…
Descriptors: Game Based Learning, Learner Engagement, Instructional Effectiveness, College Students
Turner, Jasmine S.; Taha, Karine; Ibrahim, Nisreen; Neijenhuijs, Koen I.; Hallak, Eyad; Radford, Kate; Stubbé-Alberts, Hester; de Hoop, Thomas; Jordans, Mark J. D.; Brown, Felicity L. – Journal on Education in Emergencies, 2022
Evaluations of education technology (ed tech) interventions in humanitarian settings are scarce. We present a proof-of-concept study of Can't Wait to Learn, a digital game-based learning program that combines an experiential, active learning design with meaningful, competency-appropriate, and contextually relevant content. We assessed the…
Descriptors: Out of School Youth, Game Based Learning, Symptoms (Individual Disorders), Mental Health
Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2019: World Conference on E-Learning" took place in New…
Descriptors: Conferences (Gatherings), Electronic Learning, Conference Papers, Learner Engagement
Leech, Trey; Marston, Rip – Journal of Physical Education, Recreation & Dance, 2016
The conceptual role of the physical education specialist has expanded from that of the creator and disseminator of physical education curricula, to that of a comprehensive physical activity coordinator for the school. The coordinator's responsibilities usually include providing increased opportunities for students to be physically active during…
Descriptors: Games, Physical Activities, Physical Education, Physical Education Teachers
Steinkuehler, Constance – Journal of Adolescent & Adult Literacy, 2016
There is a terrific disconnect between parenting advice related to media and the realities of contemporary parenting. We condone enrichment parenting and condemn the use of "digital babysitters," admonishing parents who exceed the two-hour screen time limitation even when, all the while, no one is listening. Parents are not merely blasé…
Descriptors: Video Games, Child Rearing, Parenting Styles, Parent Attitudes
Berland, Matthew; Duncan, Sean – Educational Technology, 2016
Surprisingly few empirical studies address how computational thinking works "in the wild" or how games and simulations can support developing computational thinking skills. In this article, the authors report results from a study of computational thinking (CT) as evinced through player discussions around the collaborative board game…
Descriptors: Educational Games, Play, Computation, Cooperative Learning
Bridge, Dave – Journal of Political Science Education, 2016
With so many role-playing simulations already in the political science education literature, the recent repeated calls for new games is both timely and appropriate. This article answers and extends those calls by advocating the creation of probabilistic games using Microsoft Excel. I introduce the example of the Stag Hunt Game--a short, effective,…
Descriptors: Spreadsheets, Educational Games, Probability, Role Playing
Howe, Nina; Adrien, Emmanuelle; Della Porta, Sandra; Peccia, Stephanie; Recchia, Holly; Osana, Helena P.; Ross, Hildy – Infant and Child Development, 2016
Sibling-directed teaching of mathematical topics during naturalistic home interactions was investigated in 39 middle-class sibling dyads at two time points. At time 1 (T1), siblings were 2 and 4 years of age, and at time 2 (T2), siblings were 4 and 6 years of age. Intentional sequences of sibling-directed mathematical teaching were coded for (i)…
Descriptors: Siblings, Sibling Relationship, Mathematics, Mathematics Instruction
Dolenc, Nathan; Wood, Aja; Washburn, Megan; Batson, Yarden; Fan, Brittany; Dickens, Victoria; Armstrong, Shannon – Science and Children, 2016
Role-play has been shown to increase student engagement and improve the overall classroom environment. When used effectively, role-play can transform a task or assignment to appear more like play than work. In this four-part lesson, role-play was used as a teaching strategy to engage students in learning the science and application of several…
Descriptors: Science Activities, Science Instruction, Class Activities, Role Playing
Conati, Cristina; Gutica, Mirela – International Journal of Artificial Intelligence in Education, 2016
We present the results of a study that explored the emotions experienced by students during interaction with an educational game for math (Heroes of Math Island). Starting from emotion frameworks in affective computing and education, we considered a larger set of emotions than in related research. For emotion labeling, we started from a standard…
Descriptors: Educational Games, Emotional Response, Evaluators, Interrater Reliability
Young, Lanee – Mathematics Teaching in the Middle School, 2016
Research shows that playing games in the classroom improves students' attitudes toward mathematics, increases motivation to practice skills inside and outside the classroom, and increases learning by encouraging students of all levels to participate. Rutherford asserts that playing games encourages strategic mathematical thinking and supports…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Toys

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