Publication Date
In 2025 | 120 |
Since 2024 | 495 |
Since 2021 (last 5 years) | 1762 |
Since 2016 (last 10 years) | 2321 |
Since 2006 (last 20 years) | 2345 |
Descriptor
Source
Author
Gwo-Jen Hwang | 13 |
Hwang, Gwo-Jen | 13 |
Erin Ottmar | 11 |
Lester, James | 11 |
Ji-Eun Lee | 10 |
Rahimi, Seyedahmad | 10 |
Shute, Valerie | 10 |
Huei-Tse Hou | 9 |
Jenny Yun-Chen Chan | 9 |
Zou, Di | 9 |
Xie, Haoran | 8 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 42 |
Researchers | 10 |
Policymakers | 5 |
Administrators | 4 |
Students | 4 |
Practitioners | 3 |
Media Staff | 2 |
Parents | 1 |
Location
Turkey | 110 |
Taiwan | 77 |
Indonesia | 74 |
China | 62 |
Spain | 53 |
Malaysia | 48 |
Australia | 44 |
Thailand | 35 |
United Kingdom | 32 |
Brazil | 28 |
Germany | 28 |
More ▼ |
Laws, Policies, & Programs
Head Start | 3 |
Americans with Disabilities… | 1 |
Elementary and Secondary… | 1 |
Every Student Succeeds Act… | 1 |
Indian Child Welfare Act 1978 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 4 |
Meets WWC Standards with or without Reservations | 6 |
Does not meet standards | 1 |
Ofosu-Ampong, Kingsley – Journal of Educational Technology Systems, 2020
This article examines gamification literature on education since 2011. Using highlighted themes from Kirriemuir and McFarlane's review on games and education as a starting point, the study identified 32 published papers. Furthermore, the study evaluated and identified previous conceptual and methodological approaches for evaluating gamification in…
Descriptors: Game Based Learning, Educational Games, Educational Trends, Educational Research
Taub, Michelle; Sawyer, Robert; Lester, James; Azevedo, Roger – International Journal of Artificial Intelligence in Education, 2020
The goal of this study was to examine college students' (n = 61) contextualized emotions during in-game actions while playing "Crystal Island," a game-based learning environment where students are tasked with solving the mystery of what illness impacted all island inhabitants. We examined emotions during in-game actions: during book…
Descriptors: Psychological Patterns, Independent Study, Logical Thinking, Game Based Learning
Tahir, Rabail; Wang, Alf Inge – Electronic Journal of e-Learning, 2020
Educational games are now seen as effective learning tools. However, there is a gap in the literature regarding the core dimensions of Game-based learning (GBL) for comprehensive design, analysis, and evaluation due to inconsistent use of elements. The literature on GBL reports an extensive diversity of elements used for the design and evaluation…
Descriptors: Educational Games, Game Based Learning, Instructional Design, Instructional Material Evaluation
Wilkinson, Kate; Dafoulas, George; Garelick, Hemda; Huyck, Christian – British Journal of Educational Technology, 2020
Recently, there has been an increased volume of pedagogical research and practice of mobile learning (m-learning) and gameplay in education. This paper presents the findings of a study that examined the effect on achievement and explored student perception towards quiz-game play prior to an anatomy assessment in first year Higher Education…
Descriptors: Games, Test Preparation, Anatomy, Higher Education
Kara Theresa McGillicuddy – ProQuest LLC, 2020
Games and learning have many overlapping characteristics, which has led to the popular trend of using games as educational tools. However, game-based learning (GBL) has not been sufficiently evaluated through the lens of individual learner differences. The theoretical frameworks of goal achievement orientation and self-determination theory (SDT)…
Descriptors: Game Based Learning, Academic Achievement, Learner Engagement, Goal Orientation
Jaskari, Minna-Maarit; Syrjälä, Henna – Journal of Marketing Education, 2023
In this article, we examine the linkage between students' game-playing motivations and a wide variety of gamification elements within higher marketing education. Using an interpretive and convergent mixed-methods design, we discover four clusters of students that vary in terms of their game-motivational bases and views on gamification elements.…
Descriptors: Marketing, Game Based Learning, Undergraduate Students, Student Attitudes
Lopez-Fernandez, Daniel; Gordillo, Aldo; Perez, Jennifer; Tovar, Edmundo – IEEE Transactions on Education, 2023
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format…
Descriptors: Computer Science Education, Game Based Learning, Online Courses, In Person Learning
Zhang, Xiangling; Tlili, Ahmed; Guo, Junhong; Griffiths, David; Huang, Ronghuai; Looi, Chee-Kit; Burgos, Daniel – Journal of Educational Research, 2023
The lack of teachers and equipment is a major obstacle to the implementation of Computational Thinking (CT) in education, particularly for rural schools. Although CT education has been investigated for many years, less attention has been paid to lower primary schools in rural areas. This study contributes to filling this gap by investigating the…
Descriptors: Foreign Countries, Thinking Skills, Computation, Game Based Learning
Felix, Zildomar Carlos; Machado, Liliane S.; Vianna, Rodrigo Pinheiro de Toledo – International Journal of Game-Based Learning, 2023
Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on…
Descriptors: Family Violence, Females, Victims, Gender Bias
Shakhmalova, Irina; Zotova, Natalia – Journal of Psycholinguistic Research, 2023
Educational digital games can be an effective way to teach English grammatical material because they provide an interactive and engaging learning experience. The purpose of this study is to clarify how playing digital games affects students' motivation and performance in university-level English grammar classes. [The North-Eastern Federal…
Descriptors: Learning Motivation, Student Evaluation, Educational Games, Computer Games
Çoban, Murat; Göktas, Yüksel – E-Learning and Digital Media, 2023
This research aims to investigate the impact of three different training methods (digital game, drill, and traditional education) on the motivation of the students to teach earthquake preparedness and earthquake prevention knowledge to primary school students. The explanatory design from the mixed-methods research was used in the study. The sample…
Descriptors: Training Methods, Seismology, Emergency Programs, Computer Games
Babacan Çörekci, Tugçe – Design and Technology Education, 2023
The concept of play supports the experiential and creative aspects of the design field because it is a familiar and fun phenomenon and involves interaction. The use of game-based learning in design processes will increase participation by supporting the regulation of these processes and the problematic aspects of the design studio course, which is…
Descriptors: Game Based Learning, Architectural Education, Workshops, Teaching Methods
Shaikh, Rafikh Rashid; G., Nagarjuna; Gupta, Ayush – Education and Information Technologies, 2023
Networked computers can potentially support classrooms to be more interactive. It can help students share representations amongst themselves and work together on a shared virtual activity space. In research on the role of shared screens or shared virtual workspace in learning settings, there has been less attention paid to contexts where learners…
Descriptors: Technology Uses in Education, Computer Assisted Instruction, Computer Games, Mathematics Education
Georgakis, Steve – Physical Educator, 2023
Indigenous games and sports (IG&S) form a mandated part of the Health and Physical Education (HPE) learning area of the Australian National Curriculum and to encourage the adoption of IG&S, the Australian Curriculum, Assessment, and Reporting Authority (ACARA), the independent statutory authority responsible for the development of a…
Descriptors: Indigenous Knowledge, Games, Athletics, Health Education
Orit Avidov-Ungar; Merav Hayak – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background:…
Descriptors: Computer Games, Electronic Learning, COVID-19, Pandemics