Publication Date
In 2025 | 4 |
Since 2024 | 26 |
Since 2021 (last 5 years) | 98 |
Since 2016 (last 10 years) | 212 |
Since 2006 (last 20 years) | 364 |
Descriptor
Source
Author
McNamara, Danielle S. | 19 |
Snow, Erica L. | 13 |
Rahimi, Seyedahmad | 10 |
Shute, Valerie | 9 |
Allen, Laura K. | 7 |
Jackson, G. Tanner | 7 |
Roscoe, Rod D. | 6 |
Annetta, Leonard | 5 |
Cheng, Meng-Tzu | 5 |
Kuba, Renata | 5 |
Smith, Ginny | 5 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 26 |
Administrators | 1 |
Researchers | 1 |
Students | 1 |
Location
Taiwan | 14 |
Indonesia | 10 |
Brazil | 9 |
Spain | 8 |
Thailand | 8 |
Florida | 7 |
Turkey | 7 |
Australia | 6 |
California | 6 |
Canada | 6 |
Germany | 5 |
More ▼ |
Laws, Policies, & Programs
Elementary and Secondary… | 2 |
No Child Left Behind Act 2001 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 1 |
Meets WWC Standards with or without Reservations | 2 |
Yada Atanan; Amornrat Saithongdee – Journal of Education and Learning, 2024
This computer game was designed and developed to enhance the skills of high school students in balancing chemical equations. The game simulates a trip to the beach and consists of three missions, ranging from easy to difficult levels, enabling players to engage in a contextual learning experience. The objectives of this computer game development…
Descriptors: Foreign Countries, High School Students, Educational Games, Game Based Learning
Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Lu Cao; Polly K. Lai; Hongzhi Yang – Instructional Science: An International Journal of the Learning Sciences, 2024
This study explored the use of an innovative instructional approach called Productive Failure (PF) to design an educational game and its support. The study then examined the effects of two different types of instruction--PF vs. Direct Instruction (DI)--on learning genetics and relevant mathematical knowledge in a Game-Based Learning (GBL)…
Descriptors: Failure, Problem Solving, Genetics, Biological Sciences
A. Berrizbeitia – PRIMUS, 2024
Escape the Math Room is a fun, interactive, sequence of puzzles designed to encourage mathematical collaboration, team work, and ingenuity. Using advanced mathematical topics in an accessible way, Escape the Math Room appropriately challenges students ranging from high school to advanced undergraduate. The activity can be adjusted by adding or…
Descriptors: Puzzles, Mathematics Instruction, Cooperative Learning, Teamwork
Xiaotong Yang – ProQuest LLC, 2023
This study employed a pretest-posttest control group experimental design to investigate the impact of self-explanation prompts on content learning in the game-based context. Additionally, it explored the effectiveness of different delivery timings for the prompts--either during or after gameplay--in enhancing students' cognitive engagement in…
Descriptors: Educational Games, Grade 10, High School Students, Foreign Countries
Li, Jun; Yang, Ming An; Xue, Zi Hao – Journal of Chemical Education, 2022
Chemistry education games are helpful tools in chemistry classes, although their design and production are challenging. It is acknowledged that the number of chemical equations is enormous and varied, so it is rather difficult for beginners to memorize equations within a limited time. In a sense, beginners' interest in exploring chemistry is…
Descriptors: Game Based Learning, Chemistry, Educational Games, Instructional Effectiveness
Kevin R. Glover; Alec Bodzin – Career and Technical Education Research, 2024
Little is known about the motivational factors or design features that might lead female career and technical education (CTE) health sciences students to persist in self-regulated engagement to win state achievement in serious simulation games (SSGs). In this study, 12th grade female CTE health sciences students played a 3-Level hand hygiene SSG…
Descriptors: Grade 12, Females, Vocational Education, Health Sciences
Pialarissi, Elisiê; De Oliveira Prado, Danielle Gonçalves; Da Silva, Gustavo Avelino; De Godoi, Milena Maria – International Society for Technology, Education, and Science, 2022
As imperceptible as it is, mathematics is fundamental and is present on several occasions in our daily lives, but among 65 countries Brazil still ranks 53rd in education. The lack of investment in primary education has affected students learning since the early years. From this perspective, this paper proposed to verify teaching/learning in…
Descriptors: Foreign Countries, Mathematics Instruction, Teaching Methods, Learning Processes
Jessica Fernanda Silva Barbosa; Geiser Chalco Challco; Ig Ibert Bittencourt – Interactive Learning Environments, 2024
Gender-stereotypical design, such as the predominance of blue colors in interfaces, leaderboards with only men at the top, and male avatars, may have negative effects on women in gamified tutoring systems, especially in courses with a majority of male participation, such as courses of Science, Technology, Engineering, and Mathematics (STEM). We…
Descriptors: Sex Stereotypes, Gamification, Thinking Skills, Negative Attitudes
Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
Horwitz, Paul; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Wiebe, Eric; Lester, James – Technology, Knowledge and Learning, 2023
Studies of educational games often treat them as "black boxes" (Black and Wiliam in Phi Delta Kappan 80: 139-48, 1998; Buckley et al. in Int J LearnTechnol 5:166-190, 2010; Buckley et al. in J Sci Educ Technol 13: 23-41, 2010) and measure their effectiveness by exposing a treatment group of students to the game and comparing their…
Descriptors: Educational Games, Genetics, Middle School Students, High School Students
Sam von Gillern; Brady Nash – Technology, Knowledge and Learning, 2025
This scoping review examines scholarship on video games in prominent literacy journals between years 2000 and 2020. 32 articles met inclusion criteria for the study, including 15 articles on entertainment games and 17 articles on serious/educational games. Included articles were categorized by various attributes, including year of publication,…
Descriptors: Video Games, Educational Games, Literacy Education, Instructional Effectiveness
Thinakon Lakhonmoon; Yaovared Rutanatarntong; Teerachati Noisombut – Journal of Education and Learning (EduLearn), 2025
This research aimed to develop and evaluate a gamified learning game using the Kid-Bright board to teach introductory coding skills for controlling lamps and fans to 12th-grade students. The study employed a mixed-methods approach, involving the design and development of the game based on gamification principles, followed by an evaluation by three…
Descriptors: Game Based Learning, Grade 12, Educational Games, Electronics
Shia J. Badajos; Trisha Kate E. Obsioma; Tharah Tibette W. Tungal; Angelo Mark P. Walag – Journal of Chemical Education, 2023
One approach that has been gaining significant attention among chemistry education scholars and practitioners is the employment of game-based learning to teach least-learned and difficult topics at various educational levels. One reason for this is that it promotes active, constructive learning and makes learning science a fun experience through…
Descriptors: Science Instruction, Chemistry, Game Based Learning, Educational Games