Publication Date
In 2025 | 125 |
Since 2024 | 504 |
Since 2021 (last 5 years) | 1771 |
Since 2016 (last 10 years) | 2331 |
Since 2006 (last 20 years) | 2356 |
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 | 78 |
Indonesia | 75 |
China | 62 |
Spain | 54 |
Malaysia | 49 |
Australia | 44 |
Thailand | 36 |
United Kingdom | 32 |
Germany | 29 |
Brazil | 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 |
Poonsri Vate-U-Lan; Desmond Cahill – Cogent Education, 2024
This quasi-experimental research investigated the efficacy of applying the Society 5.0 concept to establish game-based learning on Metaverse Space for undergraduates in an international program in Bangkok, Thailand. The study was conducted in a Thai public university's international college with a population of six classes of junior university…
Descriptors: Foreign Countries, Academic Achievement, Game Based Learning, Multiple Choice Tests
Lauren Ann Oliver; Anthony Manning-Stanley; Pete Bridge – Cogent Education, 2024
Interprofessional learning (IPL) is a fundamental component of the curricula on healthcare degree programmes, however maintaining student engagement/motivation in IPL sessions presents challenges. 'Gamification' poses an innovative pedagogical technique to improve engagement. This study aimed to evaluate staff/student perspectives on the use of…
Descriptors: Gamification, Interdisciplinary Approach, Professional Education, Higher Education
Gülçin Büyüközkan; Esin Mukul – Interactive Learning Environments, 2024
In recent years, with the improvement of information and communication technologies and the step towards 5G technology in the Internet infrastructure, the use of technologies in education is increasing day by day. Metaverse is one of the important technologies that contribute to digital education processes. While various studies search the…
Descriptors: Computer Simulation, Distance Education, Electronic Learning, Educational Trends
Gwo-Jen Hwang; An-Chi Lin; Shao-Chen Chang – Interactive Learning Environments, 2024
Digital games have been used in various disciplines to enhance students' learning interest and effectiveness through the gaming contexts. However, most of the digital educational games use multiple-choice questions to confirm students' learning status, implying the challenge of understanding the actual learning status of students. Also, the gaming…
Descriptors: Game Based Learning, Academic Achievement, Student Behavior, Horticulture
Selçuk Alkan; Tuba Ada – International Journal for Technology in Mathematics Education, 2024
The aim of this study is to examine the effect of a digital game designed within the framework of hierarchic interactionalism theory on the development of the concept of area in secondary school students. The digital game used in this study was designed after being influenced by the preliminary concepts and skills related to the concept of area…
Descriptors: Secondary School Mathematics, Secondary School Students, Secondary School Teachers, Geometric Concepts
Akçay, Arif; Coskun, Burcu Karabulut – Journal of Learning and Teaching in Digital Age, 2023
Background: Individuals need to be conscious and aware not to experience the negative effects of digital games and identify the difference between dijital games and digital educational games. The use of digital educational games has four sub-dimensions. These are the "affective approach", the "perceived usefulness,"…
Descriptors: Preservice Teachers, Video Games, Computer Use, Addictive Behavior
Hwang, Gwo-Jen; Chang, Ching-Yi – Interactive Learning Environments, 2023
Training nursing students to make correct decisions when facing various nursing cases is an important and challenging objective. In the Objective Structured Clinical Examination (OSCE) program for nursing students, the educational aim is not only nursing skills, but also critical thinking for making correct decisions and treatments. In this study,…
Descriptors: Foreign Countries, Nursing Students, Nursing Education, Game Based Learning
Robinson, Melanie A.; Soublière, Jean-François; Agogué, Marine; Grégoire, Denis A.; Rua, Tuvana; Plourde, Yves – Decision Sciences Journal of Innovative Education, 2023
Most graduate programs in management require students to carry out a substantive research project. However, few management students have a comfortable command of the statistical techniques needed to realize such quantitative projects. This can lead to student anxiety and stress, which challenges instructors to devise ways to build students'…
Descriptors: Anxiety, Statistics Education, Graduate Students, Management Development
Effect of Game-Based, Social Media, and Classroom-Based Instruction on the Learning of Phrasal Verbs
Roohani, Ali; Heidari Vincheh, Maryam – Computer Assisted Language Learning, 2023
Mobile-assisted language learning (MALL), which provides access to learning without the constraints of place and time, is worthy of exploration for pedagogical purposes. Given the use of gaming applications and social media as potential instructional methods for MALL, this study investigated the effect of these two methods, along with traditional…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, Game Based Learning
Rulyansah, Afib; Ghufron, Syamsul; Nafiah; Akhwani; Mariati, Pance – Pegem Journal of Education and Instruction, 2023
Learning in the twenty-first century is becoming more dependent on the use of digital tools and interactive media. Teachers play a crucial role in creating game-based learning procedures and enhancing learning and motivation. The aim of this article is to determine what kinds of expertise educators could require to effectively use game-based…
Descriptors: Teacher Competencies, Game Based Learning, Educational Technology, Expertise
Garcia, Fabrício Wickey da Silva; Oliveira, Sandro Ronaldo Bezerra; Carvalho, Elielton da Costa – Informatics in Education, 2023
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties…
Descriptors: Teaching Methods, Algorithms, Undergraduate Students, Computer Science Education
Kim, Beaumie; Bastani, Reyhaneh; Takeuchi, Miwa A. – Pedagogies: An International Journal, 2023
In this article, we discuss embodied mathematical practices in the context of learners' board game (re)design activities. By focusing on "redesigning" a board game as a pedagogical approach, rather than designing one from scratch, we intended to limit the vast creative design possibilities and engage learners more deeply with the…
Descriptors: Games, Teaching Methods, Game Based Learning, Design
Pleasants, Jacob – Journal of Science Teacher Education, 2023
Recent science education reforms emphasize the goal of developing students' science and engineering practices. To foreground those practices during science instruction, teachers need conceptual tools to guide their instructional decision-making. In this conceptual paper, I propose that thinking about science and engineering activities as educative…
Descriptors: Science Education, Educational Change, Decision Making, Engineering Education
Belogianni, Katerina; Ooms, Ann; Lykou, Anastasia; Nikoletou, Dimitra; Jayne Moir, Hannah – Health Education Journal, 2023
Background: Adopting healthy weight-related behaviours in emerging adulthood has long-term health benefits. Digital interventions using game-elements have the potential to improve diet and physical activity outcomes. Universities are influential settings in shifting emerging adults' behaviour and can deliver health-promoting interventions to young…
Descriptors: Foreign Countries, Game Based Learning, Electronic Learning, Intervention
Sardone, Nancy B. – Social Studies, 2023
Looking at the effects of globalization from numerous perspectives: economic, spatial, cultural, and environmental, it has become abundantly clear that today's students must possess geographic knowledge and associated skills to be prepared for civic life and informed decision-making. However, the current state of geographic proficiency among U.S.…
Descriptors: State Standards, Educational Games, Geography, Elementary School Students