Publication Date
In 2025 | 1 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 10 |
Since 2006 (last 20 years) | 13 |
Descriptor
Source
Author
Arias-Estero, José Luis | 1 |
Aurava, Riikka | 1 |
Barquero-Ruiz, Carmen | 1 |
Cakir, Hasan | 1 |
Christian Ryan | 1 |
Clark, Karen | 1 |
Conor Linehan | 1 |
Dempsey, John V. | 1 |
Di Zou | 1 |
Fan Su | 1 |
Fleury, Stephen | 1 |
More ▼ |
Publication Type
Information Analyses | 16 |
Journal Articles | 14 |
Speeches/Meeting Papers | 3 |
Reports - Evaluative | 2 |
Reports - Research | 2 |
Reference Materials -… | 1 |
Reports - Descriptive | 1 |
Education Level
Elementary Education | 2 |
Audience
Practitioners | 1 |
Researchers | 1 |
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
Ma, Jingsi; Zhang, Yi; Zhu, Zhifang; Zhao, Sunan; Wang, Qiyun – Journal of Educational Computing Research, 2023
Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students' CT. The effects of various factors on the learning process for acquiring CT were also examined. The…
Descriptors: Game Based Learning, Computation, Thinking Skills, Instructional Effectiveness
Rachael Byrne; Regina Murphy; Francis Ward; Una McCabe – British Journal of Music Education, 2024
Playful practices have been linked to increased motivation, engagement, learning and skill development. However, limited research has explored what playful music learning might look like for primary schools, and how teachers might incorporate a range of playful music practices within their classrooms. Our conceptual model for playful music…
Descriptors: Music Education, Play, Skill Development, Learner Engagement
Meriläinen, Mikko; Aurava, Riikka; Kultima, Annakaisa; Stenros, Jaakko – International Journal of Game-Based Learning, 2020
Game jams are intensive events focusing on creation. Their popularity and visibility have soared in recent years. The phenomenon has attracted the attention of scholars interested in education and learning, and the potential of game jams has been studied in various ways. Increasingly, game jams have come to be viewed as a site for learning. They…
Descriptors: Video Games, Design, Educational Games, STEM Education
Barquero-Ruiz, Carmen; Arias-Estero, José Luis; Kirk, David – European Physical Education Review, 2020
The assessment of tactics is a subject of great interest in physical education and sport pedagogy. However, the lack of knowledge of the topic and the variety of assessment instruments make the assessment of tactics difficult. This study aimed to describe assessment in relation to tactical learning outcomes through an analysis of assessment…
Descriptors: Teaching Methods, Educational Games, Physical Education, Evaluation Methods
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
Stancin, Kristian; Hoic-Božic, Nataša; Skocic-Mihic, Sanja – Informatics in Education, 2020
The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases.…
Descriptors: Game Based Learning, Students with Disabilities, Intellectual Disability, Literature Reviews
Kinnerk, Paul; Harvey, Stephen; MacDonncha, Ciarán; Lyons, Mark – Quest, 2018
Game-Based Approaches (GBAs) have been advocated as a pedagogy to improve decision-making, skill execution, and physical fitness in physical education teaching and sports coaching. To date, no review paper has reported on the use of GBAs in competitive team sport settings. The purpose of this article was to review the research evidence conducted…
Descriptors: Educational Games, Coaching (Performance), Competition, Team Sports
Hava, Kevser; Cakir, Hasan – Journal of Educational Multimedia and Hypermedia, 2018
This study presents the findings of a systematic literature review on educational computer game development activity utilized in learning environments. The main aim of this review is to investigate the effects of game design activity on learning outcomes of students. Additionally, there are other factors examined in the review such as participant…
Descriptors: Elementary School Students, Secondary School Students, College Students, Student Developed Materials
Qian, Meihua; Clark, Karen – AERA Online Paper Repository, 2016
Both 21st century skills and game-based learning have been gaining an enormous amount of attention from researchers and practitioners. While some researchers are trying to develop educational games in hopes of promoting students' 21st century skill development in schools, little has been understood regarding the positive impact of games on…
Descriptors: Game Based Learning, 21st Century Skills, Learning Theories, Skill Development
Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K. – Educational Psychologist, 2015
In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…
Descriptors: Educational Games, Definitions, Play, Learning Theories
Freitas, Sara; Routledge, Helen – British Journal of Educational Technology, 2013
While the field of leadership studies includes a large corpus of literature and studies, the literature and scientific research in the field of e-leadership and soft skills used in learning game environments are at present small in scale. Towards contributing to this newly emerging field of literature and study, this research paper presents a new…
Descriptors: Instructional Leadership, Educational Games, Skill Development, Leadership Qualities
Miller, Andrew – Journal of Teaching in Physical Education, 2015
The purpose of this systematic review was to investigate the weight of scientific evidence regarding student outcomes (physical, cognitive and affective) of a Game Centered Approach (GCA) when the quality of a study was taken into account in the interpretation of collective findings. A systematic search of five electronic databases (Sports…
Descriptors: Teaching Methods, Literature Reviews, Educational Games, Children
Mallan, John T.; Fleury, Stephen – Indiana Social Studies Quarterly, 1979
Presents a rationale for combining content mastery with skill development in social studies. Also provides tips to social studies classroom teachers on planning more systematically, selecting materials for skill development using specific content, stimulating a sense of intellectual achievement, and planning pupil activities which allow students…
Descriptors: Educational Games, Educational Needs, Educational Objectives, Elementary Education
Dempsey, John V.; And Others – 1994
Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…
Descriptors: Annotated Bibliographies, Attitude Change, Computer Assisted Instruction, Computer Games
Previous Page | Next Page »
Pages: 1 | 2