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 |
Guerreiro, Meg; Nordengren, Chase – Journal of Research on Technology in Education, 2018
Assessments with features of games propose to address student motivation deficits common in traditional assessments. This study examines the impact of two "gameful assessment" prototypes on student engagement and teacher perceptions among 391 Grades 3-7 students and 14 teachers in one Midwestern and one Northwestern school. Using mixed…
Descriptors: Mixed Methods Research, Student Motivation, Alternative Assessment, Teacher Attitudes
Altanis, Ioannis; Retalis, Symeon; Petropoulou, Ourania – Education Sciences, 2018
During the last few years, there has been a growing interest in students getting engaged in digital game-making activities so as to enhance their thinking skills. The findings of studies that have examined the impact of such initiatives are quite positive, especially concerning the promotion of 21st century skills; however, many students seem to…
Descriptors: Foreign Countries, Secondary School Students, Educational Games, Thinking Skills
Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
Chen, Zhi-Hong; Chen, Howard Hao-Jan; Dai, Wan-Jhen – Educational Technology & Society, 2018
This paper describes a narrative-based design framework that organizes three narrative elements (i.e., storyline, character, and quest) to support a contextual game-based environment for language learning. Using this design framework, a PlanetAdventure system was developed to examine its feasibility and its effects on student language learning. A…
Descriptors: Second Language Learning, Case Studies, Second Language Instruction, English (Second Language)
Zhamanov, Azamat; Yoo, Seong-Moo; Sakhiyeva, Zhulduz; Zhaparov, Meirambek – International Journal of Information and Communication Technology Education, 2018
Students nowadays are hard to be motivated to study lessons with traditional teaching methods. Computers, smartphones, tablets and other smart devices disturb students' attentions. Nevertheless, those smart devices can be used as auxiliary tools of modern teaching methods. In this article, the authors review two popular modern teaching methods:…
Descriptors: Program Implementation, Program Evaluation, Blended Learning, Internet
Quan, Guolong; Gu, Xiaoqing – Journal of Educational Computing Research, 2018
Recent studies have demonstrated the integration of visualization technology to support collaboration and stimulate learning performance. The use of visualization tools during the collaborative activities of international students is a worthy topic for further exploration. Based on grounded and activity theories, this research uses observation and…
Descriptors: Visualization, Cross Cultural Training, Cooperative Learning, Computer Assisted Instruction
Chen, Julian ChengChiang – Computer Assisted Language Learning, 2018
Driven by interactionist theory and operationalized by task-based interaction, this study aims to investigate EFL learners' task-based negotiation in Second Life (SL), a 3D multi-user virtual environment (MUVE). A group of adult EFL learners with diverse cultural/linguistic backgrounds in L1 participated in this task-based virtual class. Learners…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Pombo, Lúcia; Marques, Margarida Morais – International Association for Development of the Information Society, 2018
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Games
Bursens, P., Ed.; Donche, V., Ed.; Gijbels, D., Ed.; Spooren, P., Ed. – Springer, 2018
This volume brings together both political and educational scientists. While educational research literature has so far not systematically addressed the tool of simulations of decision-making, political scientists have hardly used insights from research on assessment or on motivation and interest of students. Almost all political science…
Descriptors: Simulation, Decision Making, Political Science, Educational Research
Megan Macklin; Patrick Jagoda; Ian B. Jones; Melissa Gilliam – Journal of STEM Outreach, 2018
It is a well-documented fact that women and minorities are currently underrepresented in STEM higher education degree programs and careers. As an outreach measure to these populations, we established the Hexacago Health Academy (HHA), an ongoing summer program. Structured as an informal learning environment with a strong youth initiated mentoring…
Descriptors: Game Based Learning, Health Education, STEM Education, Females
Stolic, Jasmina – Research in Pedagogy, 2015
The goal of the conducted research was to explore how much preschool teachers value certain types of musical activities, which positively influence the development of preschool children's musical abilities. The assumption in the research was that preschool teachers would choose musical games as the most prominent activity type in their educational…
Descriptors: Preschool Children, Music, Class Activities, Games
Konzett, Carmen – Novitas-ROYAL (Research on Youth and Language), 2015
This paper describes how a small group of students in a foreign language classroom manage the interactional task of orally assessing the correctness of verb forms while playing a board game aimed at revising verb conjugation. In their interaction, the students orient to the institutional context of this activity as a language learning exercise by…
Descriptors: Oral Language, Second Language Instruction, Educational Games, Grammar
Eckardt, Gordon; Selen, Willem; Wynder, Monte – e-Journal of Business Education and Scholarship of Teaching, 2015
Business simulations are a powerful way to provide experiential learning that is focussed, controlled, and concentrated. Inherent in any simulation, however, are numerous assumptions that determine feedback, and hence the lessons learnt. In this conceptual paper we describe some common cost assumptions that are implicit in simulation design and…
Descriptors: Business Administration Education, Simulation, Educational Games, Teaching Methods
Motamedi, Vahid; Yaghoubi, Razeyah Mohagheghyan – Malaysian Online Journal of Educational Technology, 2015
This study aimed at investigating the relationship between computer game use and spatial abilities among high school students. The sample consisted of 300 high school male students selected through multi-stage cluster sampling. Data gathering tools consisted of a researcher made questionnaire (to collect information on computer game usage) and the…
Descriptors: Spatial Ability, Computer Games, High School Students, Computer Uses in Education
Mahedero, Pilar; Calderón, Antonio; Arias-Estero, José Luis; Hastie, Peter A.; Guarino, Anthony J. – Journal of Teaching in Physical Education, 2015
The purpose of the paper was to examine the effects of student skill level on knowledge, decision making, skill execution and game performance in a mini-volleyball Sport Education season. Forty-eight secondary school students from two classes participated in a 12 lesson season. Knowledge, decision-making and skill execution (components of game…
Descriptors: Physical Education, Knowledge Level, Skill Development, Decision Making Skills

Peer reviewed
Direct link
