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Chapman, Jared R.; Kohler, Tanner B.; Gedeborg, Sam – Journal of Educational Computing Research, 2023
Research on gamification's effects in educational environments has been a growing domain in recent years. As research has demonstrated the power of gamified systems to effectively motivate learners in educational settings, it has also become clear that not all individuals are motivated in the same way, or to the same extent, by the same gamified…
Descriptors: Educational Technology, Gamification, Student Motivation, Student Attitudes
Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
Ha, Cheyeon; Sun, Chen – AERA Online Paper Repository, 2021
This meta-analysis study aims to explore the game-based learning (GBL) effects on students' learning motivation and academic achievement in K-12 science education. Recently GBL has been broadly used for students with low learning motivation because the dynamic learning activities in computer games could provide benefits for K-12 education. We…
Descriptors: Game Based Learning, Learning Motivation, Science Achievement, Elementary Secondary Education
Lutfi, Achmad; Aftinia, Fitria; Permani, Bintari Eka – Journal of Technology and Science Education, 2023
This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from…
Descriptors: Gamification, Educational Games, Science Education, Chemistry
El Mawas, Nour; Trúchly, Peter; Podhradský, Pavol; Medvecký, Martin; Muntean, Cristina Hava – Knowledge Management & E-Learning, 2022
The number of science, technology, engineering, and mathematics (STEM)-related jobs is increasing all around the world and especially in Europe. However, teachers face many difficulties in making STEM related classes more attractive and motivating the students to learn. This paper presents two case studies involving 116 students from two European…
Descriptors: STEM Education, Game Based Learning, Computer Games, Student Motivation
Galal El-Din Abdel-Rahman, Esraa Ashraf; Abdel-Haq, Eman Mohammad; Aly, Mahsoub Abdel-Sadeq; Mahmoud Diah, Abeer Ali – Online Submission, 2021
The present study aimed at investigating the effect of Quizizz and Kahoot! applications on developing EFL vocabulary learning among freshmen students at Faculty of Education. The participants of the study consisted of 30 freshmen students enrolled in the English section at Faculty of Education, Benha University, Egypt. The study followed the…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, College Freshmen
Sabirli, Zülkif Eser; Çoklar, Ahmet Naci – World Journal on Educational Technology: Current Issues, 2020
The use of computer games is becoming more and more common among children thanks to its many features; from multimedia opportunities to motivation. This increase in its use also increases the importance of educational games. The purpose of this study is to investigate the effect of the use of educational games in education on the academic success,…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Educational Games
Sabirli, Zulkif Eser; Coklar, Ahmet Naci – World Journal on Educational Technology: Current Issues, 2020
The use of computer games is becoming more and more common among children thanks to its many features; from multimedia opportunities to motivation. This increase in its use also increases the importance of educational games. The purpose of this study is to investigate the effect of the use of educational games in education on the academic success,…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Educational Games
Chung, Liang-Yi; Chang, Rong-Chi – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study attempts to probe into the impact of learners' gender on learning outcomes and motivation. A digital game focusing on the topic of emergency first aid is designed for the purpose of this present study, according to the curriculum objectives for a content-based instruction (CBI) course as part of the experiment. In the process of playing…
Descriptors: Gender Differences, Computer Games, Video Games, Educational Technology
Wingo, Nancy Pope; Roche, Cathy; Willig, James – AERA Online Paper Repository, 2018
This qualitative study explored undergraduate nursing students' perceptions of team competition, motivation, and learner engagement in an online educational game developed at one university. Researchers explored qualitative data from focus groups, observations, and documents by coding for themes and sub-themes. They found that students were mainly…
Descriptors: Undergraduate Students, Nursing Students, Teamwork, Competition
Turner, Patrick E.; Johnston, Elizabeth; Kebritchi, Mansureh; Evans, Sally; Heflich, David A. – Cogent Education, 2018
Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. Little…
Descriptors: Computer Games, Influence of Technology, Academic Achievement, Nontraditional Students
Mayer, Richard E. – Educational Psychologist, 2015
Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the "Educational Psychologist" on "Psychological Perspectives on Digital Games and Learning." Computer games for learning are games delivered via computer…
Descriptors: Computer Games, Video Games, Educational Technology, Educational Psychology
Bozkurt, Aras; Durak, Gürhan – International Journal of Game-Based Learning, 2018
Gamification is an innovative approach that aims to increase users' engagement and motivation and provide sustainable experiences. It has recently become widely known and is an approach that is being used in many fields. This article intends to identify and map trends and patterns in gamification research. For this purpose, this article employs a…
Descriptors: Teaching Methods, Educational Games, Literature Reviews, Educational Research
Alzaid, Faten; Alkarzae, Nouf – Online Submission, 2019
Assessment has a significant influence on the process of teaching and learning. It is essential to close the gap between learners' performance and the target performance. The rapid changing of technology reached the assessment community by developing new and different ways of formative assessments. This paper is written to distinguish between…
Descriptors: Student Evaluation, Evaluation Methods, Computer Assisted Testing, Formative Evaluation
Utku, Özlem; Dolgunsöz, Emrah – International Online Journal of Education and Teaching, 2018
The current study aimed to examine the effect of online vocabulary games on teaching new words to young learners of EFL. For this aim, 46 Turkish 5th grade EFL students in a state school were assigned into control and experimental groups. Both groups studied 22 words in 6 instructional sessions conducted in 6 subsequent weeks in the second…
Descriptors: Foreign Countries, Teaching Methods, Computer Games, Educational Technology