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Jennifer E. Corbett; Jaap Munneke – Cognitive Research: Principles and Implications, 2025
From video games to laparoscopic surgeries, differences in users' abilities to adapt to new control schemes can have significant, even deadly impacts on performance. Starting with the question of why some video game players invert the y-axis on their console controllers, this work aims to provide a foundation for future investigations of how…
Descriptors: Video Games, Adjustment (to Environment), Performance, Visual Aids
Josef Kunhart; Jan Bartoška – Journal on Efficiency and Responsibility in Education and Science, 2025
Hands-on experience is an essential part of project management education. We researched to determine whether our practical seminars organized as part of an undergraduate project management course provide the expected learning experience consistent with current project management practice. We organized two practical seminars for students in four…
Descriptors: Psychological Patterns, Administrator Education, Experiential Learning, Undergraduate Students
Inayet Dal Calisici; Nil Yildiz Duban – International Technology and Education Journal, 2025
The aim of this study is to investigate the effect of mind and intelligence games on critical thinking tendencies and decision-making skills of third grade primary school students. In this study, pretest-posttest control group model, one of the quasi-experimental designs within the scope of quantitative research methods, was used. The research was…
Descriptors: Educational Games, Intelligence, Critical Thinking, Decision Making Skills
Jinqi Ding; Yuxin Shi; Quanlei Yu; Suping Sun; Han Liu; Wanjun Zhou; Wenhui Zhao; Qingbai Zhao; Suo Jiang – Journal of Creative Behavior, 2025
With the increasing popularity of the Internet, there is significant interest among academics and the public in understanding the relationship between the Internet and individual development. However, the association between digital games use and creativity has been a topic of controversy, as highlighted in previous research. This study aimed to…
Descriptors: Collectivism, Individualism, Computer Games, Creativity
Covadonga Huidobro; Antonio Torralba-Burrial; Jose M. Montejo-Bernardo – Journal of Chemical Education, 2025
The study of basic chemical reactions can be challenging for teachers in training when addressed in a lecture-based and out of context manner, lacking real-world examples, practical applications, or connections to daily life. Primary Reactions Race is a board game designed to help students learn basic chemical reactions such as oxidation,…
Descriptors: Science Instruction, Chemistry, Scientific Concepts, Concept Formation
Wannatida Yonwilad; Prapaporn Nongharnpituk; Paweena Khansila; Kajornatthapol Pongwiritthon – Educational Process: International Journal, 2025
Background/purpose. This study aims to examine the effects of integrated board game development and cooperative learning on pre-service mathematics teachers' mathematical reasoning, conceptual understanding, creativity, and teamwork skills in Thailand. Materials/methods. Using a mixed-methods approach within the PAOR…
Descriptors: Educational Games, Cooperative Learning, Teamwork, Mathematical Concepts
Bin Hu; Kairong Li; Yingyi Zhang – SAGE Open, 2025
With the rapid development of information technology, telecommunication network fraud poses a serious threat to college students. Urgent action is needed to enhance their awareness of fraud prevention through effective educational methods. This study constructed a behavioral willingness model to use an anti-fraud educational game among university…
Descriptors: Deception, Telecommunications, College Students, Gamification
Sheng-Yi Wu; Yu-Sheng Su – Asia Pacific Education Review, 2025
Education on computational thinking skills has been a focus in many countries. Previous studies have investigated educational board games based on computational thinking skills. However, there is a lack of research on the cognitive behaviors and cognitive styles promoted by these educational board games. Therefore, in this study, educational board…
Descriptors: Outcomes of Education, Computation, Thinking Skills, Educational Games
Nursen Kulakaç; Fadime Ustuner Top – Child & Youth Care Forum, 2025
Background: Children presenting to hospitals during the preoperative period are often exposed to procedures that cause significant stress. Through preoperative interventions, nurses play an important role in relieving the anxiety of children and their parents. Objective: This study was conducted to determine the effect of audio-visual methods on…
Descriptors: Hospitalized Children, Anxiety, Stress Management, Nurses
Tsung-Yen Chuang; Szu-Kai Tsai; Yu-Hsuan Lu – Journal of Computer Assisted Learning, 2025
Background: Current education increasingly emphasises the development and significance of Critical Thinking (CT), aiming to enhance individuals' adaptability in a rapidly evolving society. However, few effective teaching methods have been identified for integrating CT into existing on-site courses. While previous studies have focused on the…
Descriptors: Game Based Learning, Critical Thinking, Thinking Skills, Technology Uses in Education
Bayeck, Rebecca Y. – Educational Technology Research and Development, 2020
This study is a review of video games studies completed in South Africa. This paper looked at existing research on video games in South Africa in order to understand the research approaches used, and the learning outcomes found in respect to findings from studies in the western world. Interestingly, the study shows similarities in the learning…
Descriptors: Video Games, Educational Games, Game Based Learning, Educational Research
Coleman, Thomas E.; Money, Arthur G. – Higher Education: The International Journal of Higher Education Research, 2020
Student-centred learning forms a major driver behind educational policy and practice in the modern day. With a drive towards embracing the possibilities of technology within the classroom, especially digital video games, it is vital to have an understanding of where such games are delivering and where their potential has yet to be explored. With…
Descriptors: Student Centered Learning, Educational Games, Computer Games, Video Games
Yu-Cheng Lin; Huei-Tse Hou – Asia-Pacific Education Researcher, 2024
Strategic planning is a key competency for business management education. This study designed a dual scaffold-oriented strategy planning board game based on cognitive scaffolding and peer scaffolding and combined it with a real-time checking mechanism using mobile technology. The 68 university students were divided into an experimental group for…
Descriptors: Educational Games, Design, Strategic Planning, Evaluation Methods
Patrick D. Hagge – Journal of Geography in Higher Education, 2024
With the introduction of in-class group-based virtual reality (VR), multiple students can interact in a single shared "metaverse". One geography-focused group VR option is the Wooorld app, available on various Meta Quest unit models. To evaluate the feasibility of group VR in a higher education geography lecture classroom, a pilot study…
Descriptors: Geography, Lecture Method, Computer Simulation, Technology Uses in Education
Chi-Cheng Chang; Szu-Ting Yang – Interactive Learning Environments, 2024
This study aimed to investigate the differences in learners' emotion, cognitive load, and cognitive performance among various scaffolding DGBLs, and the influences of emotion and cognitive load on cognitive performance when using DGBLs. Participants were 97 adult learners from some community college, randomly divided into the control group with 32…
Descriptors: Psychological Patterns, Cognitive Processes, Self Efficacy, Game Based Learning

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