Publication Date
| In 2026 | 3 |
| Since 2025 | 609 |
| Since 2022 (last 5 years) | 3083 |
| Since 2017 (last 10 years) | 6982 |
| Since 2007 (last 20 years) | 11800 |
Descriptor
| Educational Games | 9526 |
| Teaching Methods | 5518 |
| Games | 5084 |
| Foreign Countries | 4928 |
| Video Games | 2750 |
| Computer Games | 2604 |
| Game Based Learning | 2565 |
| Educational Technology | 2421 |
| Learning Activities | 2186 |
| Student Attitudes | 2062 |
| Simulation | 2014 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 2430 |
| Teachers | 1547 |
| Students | 184 |
| Researchers | 175 |
| Parents | 157 |
| Media Staff | 61 |
| Administrators | 55 |
| Policymakers | 40 |
| Counselors | 17 |
| Community | 14 |
| Support Staff | 7 |
| More ▼ | |
Location
| Turkey | 482 |
| Australia | 362 |
| Taiwan | 299 |
| Canada | 272 |
| United Kingdom | 237 |
| Spain | 232 |
| China | 210 |
| Indonesia | 198 |
| United States | 174 |
| California | 162 |
| Germany | 145 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 20 |
| Meets WWC Standards with or without Reservations | 31 |
| Does not meet standards | 17 |
NORDSCI, 2023
This volume includes four sections of the 2023 NORDSCI international conference proceedings: (1) Business and Management; (2) Education and Educational Research; (3) Political Science; and (4) Sociology and Healthcare. Business and Management includes 6 papers covering business, including management and organizational studies, business law, and…
Descriptors: Conferences (Gatherings), International Programs, Business Administration Education, Education
Ehret, Christian; Hollett, Ty – Cognition and Instruction, 2016
This article argues that current approaches to participatory design research (PDR) risk eliding the affective life of making educational change by locating change in cultural mediation alone. Locating change only in mediation subordinates affect, potentially overlooking lived dimensions of learning and being essential to lasting, transformative…
Descriptors: Participatory Research, Risk, Educational Change, Transformative Learning
Gaydos, Matthew; Harris, Shannon; Squire, Kurt – Educational Technology, 2016
Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…
Descriptors: Educational Games, Educational Experience, Student Surveys, Cytology
Fisher, Carol – Parenting for High Potential, 2016
Schools seem firmly rooted in the emphasis on computational mastery, and seldom seem to have time to develop other areas of mathematical thinking, such as real-world problem solving and the application of mathematical concepts. All too often, children seem to do well in math in the early grades because they easily memorize the facts and the…
Descriptors: Academically Gifted, Cognitive Development, Mathematical Concepts, Child Development
Griffith, Leah – Mathematics Teaching in the Middle School, 2016
Classroom teachers try to provide opportunities for students to practice and use the algebra skills they are learning in ways that are nonroutine. They also want to help students connect the big ideas of math with the skills they are learning as part of the balance between understanding concepts and procedures. Math games can be used to accomplish…
Descriptors: Mathematics Instruction, Teaching Methods, Games, Manipulative Materials
Soldano, Carlotta; Arzarello, Ferdinando – Mathematics Education Research Journal, 2016
The aim of this paper is to reflect on the importance of the students' game-strategic thinking during the development of mathematical activities. In particular, we hypothesise that this type of thinking helps students in the construction of logical links between concepts during the "argumentation phase" of the proving process. The…
Descriptors: Teaching Methods, Mathematics Instruction, Learning Activities, Mathematical Logic
Sturikova, Marina V.; Albrekht, Nina V.; Kondyurina, Irina M.; Rozhneva, Svetlana S.; Sankova, Larisa V.; Morozova, Elena S. – International Journal of Environmental and Science Education, 2016
The relevance of the research problem driven by the necessity of formation of future specialists' communicative competence as a component of professional competence with the aim of further professional mobility of graduates. The purpose of the article is to justify the possibility and necessity of formation of the required competencies in language…
Descriptors: Communicative Competence (Languages), Language Skills, Foreign Countries, Russian
Bressler, Denise M.; Bodzin, Alec M. – Journal of Science Education and Technology, 2016
Mobile serious educational games (SEGs) show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. This study investigated whether a mobile SEG promotes flow experience and scientific practices with eighth-grade urban students. Students playing the game (n = 59) were…
Descriptors: Scientific Methodology, Handheld Devices, Educational Games, Grade 8
Seow, Poh-Sun; Wong, Suay-Peng – Journal of Education for Business, 2016
The authors describe the first mobile gaming app for learning accounting, Accounting Challenge (ACE). On September 30, 2016, ACE had been downloaded 23,230 times, spanning 90 countries, and had won three international teaching awards. The app was motivated by the aim to empower students to learn accounting in a fun way, outside of the classroom.…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Accounting
Lewis, Matthew; Powell, James A. – PRIMUS, 2016
A great deal of educational literature has focused on problem-based learning (PBL) in mathematics at the primary and secondary level, but arguably there is an even greater need for PBL in college math courses. We present a project centered around the Humans versus Zombies moderated tag game played on the Utah State University campus. We discuss…
Descriptors: Problem Based Learning, Mathematics Instruction, College Mathematics, Educational Games
Roberts, J. Christopher – British Journal of Music Education, 2016
This study compared primary student preference for competitive and non-competitive singing games. Students in three intact classes of second graders (n = 65) and three classes of fourth graders (n = 67) at one school in the USA served as subjects. After playing a pair of games, one competitive and one non-competitive, over the course of five…
Descriptors: Music Education, Elementary School Students, Student Attitudes, Preferences
Stavroulia, Kalliopi Evangelia; Makri-Botsari, Evanthia; Psycharis, Sarantos; Kekkeris, Gerassimos – International Journal of Information and Learning Technology, 2016
Purpose: Over the years, game-based learning approaches have been adapted in teaching and learning both to engage and motivate students during learning activities. Game technology, such as serious and simulation games, have been used as a new generation of training educational tools enhancing students' learning and academic performance. An…
Descriptors: Psychological Patterns, Emotional Response, Simulated Environment, Classroom Environment
Hudiburg, Michelle L. – ProQuest LLC, 2016
In 2012, there were 2.9 million students enrolled in graduate degrees and 22% were taking strictly online courses (Kena et al., 2014). Many students are not motivated to participate in collaborative learning experiences in online courses (Dirkx & Smith, 2004). Gamification, the inclusion of game elements in non-game contexts, has been shown to…
Descriptors: Graduate Students, Masters Degrees, Learning Motivation, Games
Yagcioglu, Ozlem – Online Submission, 2016
In the EFL, ESL, ESP and in the ELT classes, students are taught their courses with different kinds of methods and approaches. Cognitive learning styles are the most essential styles in foreign language education. In this paper, the positive effects of cognitive learning styles will be handled. The benefits of these styles will be highlighted.…
Descriptors: Learning Strategies, Cognitive Style, English (Second Language), Educational Games
Karl Kane; Tim Parkin – set: Research Information for Teachers, 2016
Voter participation by young people has been in long-term decline in New Zealand. Many do not understand what elected representatives do, and assume that politics does not affect them. Voter advice applications (VAAs) are effective design-led tools for addressing these issues by providing game-like experiences that help voters compare their values…
Descriptors: Political Attitudes, Citizen Participation, Voting, Elections

Peer reviewed
Direct link
