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Drew Polly; Luke T. Reinke; Madelyn W. Colonnese; Adrianne Blackwelder – Journal of Educational Research, 2025
This study examined a 6-week intervention in which fourth grade students either played fluency games or used pictorial flashcards to develop fluency with their basic multiplication facts. Students who played fluency games showed more growth than the pictorial flashcards, but an analysis of variance showed that there was no statistically…
Descriptors: Intervention, Visual Aids, Educational Games, Multiplication
Byron L. Zamboanga; Banan Ramarushton; Heidemarie Blumenthal; Linda Thompson; Lindsay S. Ham; John B. Bartholomew; Seth J. Schwartz; Audrey Harkness; Kaveri Subrahmanyam; Patrick McClain; Pamela Regan; Minas Michikyan – Journal of American College Health, 2025
Objective: A drinking game (DG) is a risky social drinking activity that is prevalent among university students and promotes rapid alcohol consumption. We examined university students' DG behaviors before and during the COVID-19 pandemic. Method: Students (N = 368; M[subscript age]=21.12; women = 72.6%; Hispanic = 44.7%) from seven universities…
Descriptors: Drinking, Games, College Students, Alcohol Abuse
Tanja Fohr – Unterrichtspraxis/Teaching German, 2025
This article focuses on the multimodal support of L2 education when learners visit extracurricular learning sites. As part of a design-based research project, a team of students, cooperative partners, and the researcher developed an educational game using Actionbound to enhance on-site cultural and language education. The aim of this paper is to…
Descriptors: Second Language Learning, Extracurricular Activities, Handheld Devices, Telecommunications
Lydia Luise Bach; Emily May Armstrong; Matt Jones – Journal of Learning Development in Higher Education, 2025
The relationship between doctoral research supervisors and their students is crucial for success during doctoral study. Supervisors face increasing complexity in managing these relationships, compounded by job precarity and the pressure to ensure timely doctoral completion. Equally, doctoral students will navigate a competitive job environment…
Descriptors: Supervisory Methods, Supervisors, Doctoral Students, Interpersonal Relationship
Xiangna Wu; Wannaporn Siripala; Noppavan Namtubtim – Journal of Education and Learning, 2025
This study investigates the impact of interactive multimedia on Chinese character recognition skills among thirdgrade students in Beijing, China. The research aims to study the impact of incorporating mnemonics into multimedia on the acquisition of Chinese character recognition skills in Grade 3 students and to compare the skill level between…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Ideography
Lew Zipin – Educational Philosophy and Theory, 2025
Philosophical anthropologies (PAs) -- ontological assumptions about human species-nature -- have long faced Foucauldian post-structural rejection of their value and legitimacy in explaining sociological problematics. In this article I endorse Bourdieu's resistance to a post-PA momentum, arguing that PAs need assuming in sociological research. In…
Descriptors: Educational Philosophy, Educational Anthropology, Marxian Analysis, Educational Research
Lene Hayden Taraldsen – Mathematics Teaching Research Journal, 2025
The aim of this study is to understand teacher education students' experience with an introduction to use of escape room as a didactic tool in mathematics, and to gain insight on the impact of such an introduction on teacher education students' development as mathematics teachers. Escape room is a new, game-based, didactic tool in school that…
Descriptors: Preservice Teachers, Mathematics Instruction, Preservice Teacher Education, Foreign Countries
Selami Karuç; Mehmet Mübarek Bora; Mehmet Veysi Bora – International Journal of Technology in Education, 2025
This study aimed to investigate the relationships among attitude towards sport, sport participation motivation, and digital game addiction in adolescents. Accordingly, a relational survey model was employed, and 324 adolescents aged 14-18 were selected using a cluster sampling method. The data collection instruments included the Motivation for…
Descriptors: Adolescents, Athletics, Participation, Addictive Behavior
José Nunes da Silva Júnior; Maria do Socorro Caldas Teotônio; Maria Elenir Nobre Pinho Ribeiro; Jeanny da Silva Maciel; Alda Karine Medeiros Holanda; Francisca Gleyciara Cavalcante Pinheiro; Maria Clara de Oliveira Alexandre; David Salviano de Oliveira; Antonio Jose´ Melo Leite Junior – Journal of Chemical Education, 2025
This article describes the design, implementation, and evaluation of the gamification of laboratory activities in a General Chemistry course at the Federal University of Ceará in Brazil. In the gamified laboratory, seven experiments traditionally performed in the course were transformed into ten missions, incorporating game elements such as…
Descriptors: Gamification, Science Laboratories, Chemistry, Science Experiments
Matt Bower, Editor; Belinda von Mengersen, Editor – Routledge, Taylor & Francis Group, 2025
This book is a groundbreaking exploration of how to empower students as innovative creators in an increasingly technology-driven world. With rapid advancements in Artificial Intelligence and other technologies reshaping society, this text champions the critical role of creativity in education, explaining how teachers can equip learners with skills…
Descriptors: Technology Uses in Education, Educational Technology, Design, Artificial Intelligence
Frederic Salmen; René Röpke; Ulrik Schroeder – International Association for Development of the Information Society, 2025
There is a divide in educational technology: On one side is the rich world of interactive learning resources produced by companies and researchers, including simulations, games, and quizzes. On the other side is the world of learning resources used in schools, mostly static content, self-made or from textbooks. There, some digital resources are…
Descriptors: Educational Technology, Technology Uses in Education, Educational Resources, Simulation
Gunel, Emre; Top, Ercan – International Journal of Technology in Education, 2022
This study aims to integrate video games into classrooms not as a replacement for regular lessons but as supplementary materials under the teacher's supervision. To this extent, the researcher created an educational English learning video game specifically modeled on the students' real lives. Ninety-six middle school students, 48 in the control…
Descriptors: Educational Games, Video Games, Vocabulary Development, Retention (Psychology)
Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
Since 2012, the Prudence Foundation has been working to address the gap in financial literacy in developing nations by creating and distributing financial literacy media and curricula targeting 7- to 10-year-olds in Asia and, more recently, Africa. "Cha-Ching!" is a multipronged learning initiative that reaches children, teachers, and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games

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