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Reynaud, Daniel; Northcote, Maria – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
This article explores the experiences of a lecturer and students in a class on the World Wars, where wargaming is used alongside traditional lecturing as a learning experience. It outlines the processes used and then evaluates the various kinds of learning, historical and other, that occur. Drawing on literature associated with history education…
Descriptors: College Students, War, Educational Games, History Instruction
Kapralos, Bill; Fisher, Stephanie; Clarkson, Jessica; van Oostveen, Roland – Interactive Technology and Smart Education, 2015
Purpose: The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and…
Descriptors: Design, Instructional Design, Teaching Methods, Video Technology
Su, C-H.; Cheng, C-H. – Journal of Computer Assisted Learning, 2015
This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context-aware mobile learning environment, and explains the effects on motivation and student learning. A series of gamified learning activities, based on MGLS (Mobile Gamification Learning System), was developed and…
Descriptors: Teaching Methods, Science Instruction, Science Achievement, Student Motivation
Dijkman, Marieke A. M.; Harting, Janneke; van der Wal, Marcel F. – Health Education Journal, 2015
Background and objective: The Good Behaviour Game (GBG) has been shown to be effective in preventing childhood disruptive behaviours and their long-term unfavourable health-related outcomes. Like many other evidence-based preventive health programmes, however, its current use in Dutch primary schools is limited, and knowledge of the factors…
Descriptors: Foreign Countries, Mixed Methods Research, Observation, Semi Structured Interviews
Euzébio Batista, Marcelo Henrique; Victória Barbosa, Jorge Luis; da Rosa Tavares, João Elison; Hackenhaar, Jonathan Luis – International Journal of Information and Communication Technology Education, 2013
This article shows the application of Item Response Theory (IRT) for educational evaluation using games. The article proposes a computational model to create user profiles, called Psychometric Profile Generator (PPG). PPG uses the IRT mathematical model for exploring the levels of skills and behaviors in the form of items and/or stimuli. The model…
Descriptors: Foreign Countries, Item Response Theory, Educational Games, Student Evaluation
McDaniel, Rudy; Kenny, Robert – International Journal of Game-Based Learning, 2013
This article explores the impact of perceptual cognitive styles on pre-service teachers' attitudes toward video games. Using a cognitive style continuum measuring field dependence and field independence, the authors conducted an exploratory study to measure the potential impact of cognitive style on pre-service teachers' dispositions towards the…
Descriptors: Correlation, Cognitive Style, Video Games, Preservice Teachers
Davies, Patrick T.; Cicchetti, Dante; Hentges, Rochelle F.; Sturge-Apple, Melissa L. – Developmental Psychology, 2013
Guided by evolutionary game theory (Korte, Koolhaas, Wingfield, & McEwen, 2005), this study aimed to identify the genetic precursors and the psychosocial sequelae of inhibited temperament in a sociodemographically disadvantaged and racially diverse sample (N = 201) of 2-year-old children who experienced elevated levels of domestic violence.…
Descriptors: Personality, Inhibition, Genetics, Evolution
Wongpinunwatana, Nitaya – International Education Studies, 2013
This study examined the use and effect of a role-playing game on learners' ability in information systems audit. The study is based on experimental research. Information systems control and audit case study and video had been developed. A total of 75 graduate students undertaking a Master's degree in accounting participated in the experiment. The…
Descriptors: Role Playing, Educational Games, Information Systems, Audits (Verification)
Cooper, Benjamin – Afterschool Matters, 2013
This article examined the literature on best practices in content-specific professional development and then aligns this work with the practices of a citywide afterschool chess program run by After School Activities Partnerships (ASAP) in Philadelphia. School teachers, out-of-school time (OST) staff, and youth workers readied themselves to think…
Descriptors: Best Practices, Faculty Development, After School Education, Staff Development
Kalbfleisch, M. Layne; Gillmarten, Charles – Roeper Review, 2013
As neuroimaging technologies increase their sensitivity to assess the function of the human brain and results from these studies draw the attention of educators, it becomes paramount to identify misconceptions about what these data illustrate and how these findings might be applied to educational contexts. Some of these "neuromyths" have…
Descriptors: Neurology, Visual Acuity, Spatial Ability, Brain Hemisphere Functions
Stastny, Sherri N.; Garden-Robinson, Julie – Journal of Extension, 2013
This article describes a program for prevention of diabetic retinopathy (DR) that was designed for Extension in collaboration with optometrists. The program was created to increase knowledge and awareness about risk factors for DR and included a game and take-home materials. Participants were asked to play a game similar to Wheel of Fortune. A…
Descriptors: Diseases, Diabetes, Ophthalmology, Prevention
Alt, Mary – Topics in Language Disorders, 2013
Purpose: To determine whether children with specific language impairment (SLI) demonstrate impaired visual fast mapping skills compared with unimpaired peers and to test components of visual working memory that may contribute to a visual working memory deficit. Methods: Fifty children (25 SLI) played 2 computer-based visual fast mapping games…
Descriptors: Language Impairments, Visual Perception, Comparative Analysis, Short Term Memory
Sloan, Thomas; Davila, Federico; Malbon, Eleanor – Australian Journal of Environmental Education, 2013
Higher education institutions are considered by many to be pivotal in shaping the next generation of thinkers and practitioners required to further work towards addressing the sustainability challenges faced by contemporary societies. The extent to which higher education has embraced this responsibility is debateable. Notwithstanding, this article…
Descriptors: Foreign Countries, Higher Education, Colleges, Facilitators (Individuals)
Arunachalam, Sudha; Leddon, Erin M.; Song, Hyun-joo; Lee, Yoonha; Waxman, Sandra R. – Language Acquisition: A Journal of Developmental Linguistics, 2013
Research on early word learning reveals that verbs present a unique challenge. While English-acquiring 24-month-olds can learn novel verbs and extend them to new scenes, they perform better in rich linguistic contexts (when novel verbs appear with lexicalized noun phrases naming the event participants) than in sparser linguistic contexts…
Descriptors: Verbs, Korean, Language Acquisition, Toddlers
Mallon, Melissa – Public Services Quarterly, 2013
Just as academic gaming in general cannot be limited to any one topic or genre, the "Public Services Quarterly" Internet Resources column is not limited to a single entry on gaming and gamification in libraries. Public services librarians interested in designing their own games have many successful examples to draw from. The previous…
Descriptors: Library Services, Information Literacy, Information Skills, Library Instruction

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