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Sadler, Troy D.; Romine, William L.; Menon, Deepika; Ferdig, Richard E.; Annetta, Leonard – Science Education, 2015
This study explored student learning in the context of innovative biotechnology curricula and the effects of gaming as a central element of the learning experience. The quasi-experimentally designed study compared learning outcomes between two curricular approaches: One built around a computer-based game, and the other built around a narrative…
Descriptors: Biology, Biotechnology, Educational Games, Secondary School Science
Ewing, Louise; Caulfield, Frances; Read, Ainsley; Rhodes, Gillian – Autism: The International Journal of Research and Practice, 2015
Typical individuals make rapid and reliable evaluations of trustworthiness from facial appearances, which can powerfully influence behaviour. However, the same may not be true for children with autism spectrum disorder. Using an economic trust game, the current study revealed that like typical children, children with autism spectrum disorder…
Descriptors: Autism, Pervasive Developmental Disorders, Trust (Psychology), Child Behavior
Rafferty, Anna N.; LaMar, Michelle M.; Griffiths, Thomas L. – Cognitive Science, 2015
Watching another person take actions to complete a goal and making inferences about that person's knowledge is a relatively natural task for people. This ability can be especially important in educational settings, where the inferences can be used for assessment, diagnosing misconceptions, and providing informative feedback. In this paper, we…
Descriptors: Inferences, Knowledge Level, Educational Games, Computer Simulation
Lallie, Harjinder Singh – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2015
Campus discovery is an important feature of a university student induction process. Approaches towards campus discovery differ from course to course and can comprise guided tours that are often lengthy and uninspiring, or self-guided tours that run the risk of students failing to complete them. This paper describes a campus self-discovery…
Descriptors: School Orientation, Games, Campuses, Discovery Learning
Varonis, Evangeline Marlos; Varonis, Maria Evangeline – International Journal of Information and Learning Technology, 2015
Purpose: The purpose of this paper is to explore four general design features of King Digital Entertainment's game "Candy Crush Saga" -- structural, social, cognitive, and emotional -- that reflect the principles of Universal Design for Learning and discusses how these features can be applied to course design in order to motivate learner…
Descriptors: Instructional Design, Games, Access to Education, Motivation
Shahid, Hafiza Maimoona; Tariq, Sohaib; Saleem, Imran; Butt, Muhammad Adil; Tariq, Arslan; Tariq, Iqra – International Association for Development of the Information Society, 2015
Recently, considerable advancement has been seen for educating the people with autism. Research has shown that people with autism reveals positive behavior while interacting with innovative information technologies as compared to therapies. This review focuses on the possible use of ICT in the education and development of the people with autism…
Descriptors: Autism, Educational Technology, Technology Uses in Education, Robotics
Kurt, Adile Askim; Dogan, Ezgi; Erdogmus, Yasemin Kahyaoglu; Emiroglu, Bulent Gursel – World Journal on Educational Technology: Current Issues, 2018
The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was…
Descriptors: Computer Games, Addictive Behavior, Secondary School Students, Student Surveys
Castañeda, Maira Alejandra; Guerra, Ananda Maye; Ferro, Roberto – Interactive Technology and Smart Education, 2018
Purpose: This paper aims to show that the use of technological tools such as augmented reality (AR) and its integration in the education system through gamification offers better learning results when compared with traditional education. Design/methodology/approach: Through the implementation of the Leap Motion Controller in English classes of the…
Descriptors: Foreign Countries, Games, Technology Integration, Computer Simulation
Mulvey, Kelly Lynn; Boswell, Corey; Niehaus, Kate – Developmental Psychology, 2018
To investigate children's inclusion of language-outgroup members, English-speaking children (8-9 years and 10-11 years of age, N = 57) made inclusion decisions while playing a simulated ball-tossing game, Cyberball, and while evaluating hypothetical scenarios involving language-outgroup members who wanted to play with their group. In the Cyberball…
Descriptors: Inclusion, Vignettes, Group Membership, Play
Costa, Conceição; Tyner, Kathleen; Henriques, Sara; Sousa, Carla – International Journal of Game-Based Learning, 2018
This article presents the preliminary findings of GamiLearning (2015-2018), a research project that aims to promote critical and participative dimensions of Media and Information Literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that MIL can be promoted through the process of…
Descriptors: Information Literacy, Literacy Education, Foreign Countries, Video Games
Kadhim, Anwar Jawad – TESOL International Journal, 2018
Pronunciation is important in all spoken communication in English because if we mispronounce a word, people will likely to misunderstand us. This paper is about teaching diphthongs by using recordings and brainstorming board race in Iraqi private colleges as well as how audio-visual media and games are used in learning. The integration of games in…
Descriptors: Phonological Awareness, Pronunciation Instruction, Teaching Methods, Second Language Instruction
Usman, Misnawaty; Saud, Syukar; Achmad, Abd. Kasim – International Journal of Language Education, 2018
The purpose of this study was to develop a learning model of "Teams-Games-Tournaments (TGT)" in learning German vocabulary ("Wortschatz"). Specifically the study aims: (a) to find out the validity, practicality, and effectiveness of German vocabulary learning to improve students' vocabulary mastery; (b) to find out the…
Descriptors: German, Second Language Learning, Second Language Instruction, Vocabulary Development
Övez, Filiz Tuba Dikkartin; Kiyici, Ozan Deniz – World Journal of Education, 2018
The aim of this study is to determine the opinions of 6th grade students towards teaching applications developed on the basis of Planning-Practicing-Evaluation model which is an ICT integration model for effective mathematics teaching. While teaching process was designed, Moodle which is a learning management system was used in order to use…
Descriptors: Grade 6, Student Attitudes, Educational Technology, Technology Uses in Education
Kissi, Lisa; Dreesmann, Daniel – Journal of Biological Education, 2018
Plants have an enormous importance for life on earth but are often overlooked. This phenomenon called plant blindness is reinforced as students prefer to spend their recreation time with modern media rather than in nature. Mobile devices have become an omnipresent part of students' everyday lives. Nevertheless, direct experiences with plants are…
Descriptors: Plants (Botany), Telecommunications, Handheld Devices, Educational Technology
Lovin, Misty Tonnu – ProQuest LLC, 2018
The proliferation of technology brings innovated strategies to enhance learning with digital math gaming in order to optimize motivation, comprehension, and retention. The problem is the lack of opportunities for students to engage in math video games. The scope of this paper is to present findings from a qualitative case study that investigated…
Descriptors: Secondary School Teachers, Teacher Attitudes, Mathematics Instruction, Video Games

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