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Al-Bulushi, Ali H.; Al-Issa, Ali S. – International Journal of Instruction, 2017
Language learning games combine a number of linguistic, psychological and social elements that have been found to have considerable advantages and powerfully impact language learning and teaching. They are incorporated into language curricula to promote interactive engaging learning. This study investigates the role of games in the Omani ELT…
Descriptors: Second Language Learning, Second Language Instruction, Content Analysis, English (Second Language)
Gressick, Julia; Langston, Joel B. – Journal of the Scholarship of Teaching and Learning, 2017
There is a breadth of psychological research that points to potential cognitive benefits of game play. Games engage and motivate learners while promoting mastery of skills and content knowledge. Further, thoughtfully applying gaming elements and structures to classroom environments, an approach called gamification, has the potential to optimize…
Descriptors: Undergraduate Students, Educational Games, Educational Practices, Classroom Techniques
Zurek, Stacey – ProQuest LLC, 2017
The merits of gamification as a learner-centered pedagogy that positively influences learner engagement and motivation are widely established in the literature; yet, few studies have ventured beyond motivation to consider the impact gamification has on self-efficacy. Moreover, guidance for the effective design and development of gamified…
Descriptors: Formative Evaluation, Educational Research, Instructional Design, Self Efficacy
Machajewski, Szymon Tomasz – Online Submission, 2017
Between 2000 and 2016, the STEM industry reportedly added jobs at the rate of 28% while all jobs were growing at only 6%. However, 48% of bachelor's degree students and 69% of associate's degree students in STEM majors left their program of study between 2003 and 2009. The high attrition rate is often attributed to low student engagement, boredom,…
Descriptors: College Science, STEM Education, Introductory Courses, Case Studies
Sweetser, Penelope – Journal of Learning Design, 2013
Level design is often characterised as "where the rubber hits the road" in game development. It is a core area of games design, alongside design of game rules and narrative. However, there is a lack of literature dedicated to documenting teaching games design, let alone the more specialised topic of level design. Furthermore, there…
Descriptors: Design, Educational Games, Action Research, Educational Technology
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Rusman, Ellen; Ternier, Stefaan; Specht, Marcus – Educational Technology & Society, 2018
This article describes the theory-informed design of the "ELENA goes shopping" mobile game and reports on the evaluation of its effectiveness through a design research approach. The game aimed to foster young children's (aged 4-8) interest in a neighboring (geographically proximate) language and to familiarize them with its sounds,…
Descriptors: Young Children, Early Childhood Education, Second Language Learning, Educational Games
Weaver, R. Glenn; Webster, Collin A.; Beets, Michael W.; Brazendale, Keith; Chandler, Jessica; Schisler, Lauren; Aziz, Mazen – Health Education & Behavior, 2018
This study examined the initial effects of a participatory-based, competency-/skill-building professional development workshop for physical education (PE) teachers on the use of physical activity (PA) promotion practices (e.g., eliminating lines, small-sided games) and students' moderate-to-vigorous physical activity (MVPA). A total of 823…
Descriptors: Physical Education, Physical Education Teachers, Physical Activity Level, Workshops
Whalen, D. Joel – Business and Professional Communication Quarterly, 2018
This article, the first of a two-part series, offers readers 13 teaching innovations debuted at the 2017 Association for Business Communication's annual conference in Dublin, Ireland. Assignment topics presented here include communication strategy and message-packaging skills, deep communication insights, and career and personal development.…
Descriptors: Foreign Countries, Conferences (Gatherings), Professional Associations, Business Communication
Bernstein-Sierra, Samantha; Corwin, Zoë B. – Pullias Center for Higher Education, 2018
Over the past six years, the Pullias Center for Higher Education has been engaged in research designed to better understand the potential of digital tools to increase access to college. Their most recent $3.2 million "First in the World" (FITW) federal grant has enabled the Center to implement and evaluate an online game-based…
Descriptors: Educational Technology, Access to Education, Higher Education, Intervention
Ho, Curtis, Ed.; Lin, Grace, Ed. – Association for the Advancement of Computing in Education, 2015
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 2015: World Conference on E-Learning" took place in Kona,…
Descriptors: Electronic Learning, Educational Technology, Computer Science, Concept Formation
Becnel, Kim; O'Shea, Patrick – Journal of Education for Library and Information Science, 2013
This paper describes the design of an innovative educational experience that took place during the summer of 2011 with a cohort of library science students at Appalachian State University. This group of students, working online in their own virtual public libraries, engaged in an extended epistemic game that required the participants to undertake…
Descriptors: Public Libraries, Library Administration, Library Education, Educational Games
Mallon, Melissa – Public Services Quarterly, 2013
The New Media Consortium's "Horizon Report" for higher education cites games and gamification with a time-to-adoption of two to three years. The use of digital games is almost ubiquitous in social media and is swiftly gaining popularity in other industries as well. Many in higher education have embraced gamification due to its…
Descriptors: Library Services, Online Systems, Computer Games, Computer Software Reviews
Ballance, Oliver James – Language Learning & Technology, 2013
In the previous issue of "LLT", I commented upon Stockwell (2010), suggesting that the learning activities investigated limited the scope of his research on the effects of the MALL platform. Professor Stockwell responded in the same issue with a spirited riposte. However, it became clear that much of the disagreement lay in a matter of definition.…
Descriptors: Learning Activities, Teaching Methods, Electronic Learning, Internet
Jenny, Seth; Armstrong, Tess – Journal of Physical Education, Recreation & Dance, 2013
Distance running is often underutilized in elementary physical education due to three common misconceptions about using this activity with young children: (1) it is not enjoyable, (2) it is not safe, and (3) children will get mentally "burned out." Through reviewing the literature and offering guidelines, practical tips, instant…
Descriptors: Physical Activities, Physical Education, Elementary School Students, Games

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