Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 24 |
Since 2016 (last 10 years) | 100 |
Since 2006 (last 20 years) | 141 |
Descriptor
Educational Games | 148 |
Program Effectiveness | 148 |
Teaching Methods | 148 |
Foreign Countries | 71 |
Educational Technology | 69 |
Technology Uses in Education | 59 |
Student Attitudes | 33 |
Elementary School Students | 24 |
Game Based Learning | 22 |
Science Instruction | 22 |
Computer Simulation | 20 |
More ▼ |
Source
Author
Cardoso, Walcir | 2 |
Grimshaw, Jennica | 2 |
Hermanns, Jolanda | 2 |
Joyce, Jeanette | 2 |
Klute, Mary | 2 |
Miralles, Laura | 2 |
Norford, Jennifer | 2 |
Novak, Elena | 2 |
Rhoads, Christopher | 2 |
Serdiouk, Marina | 2 |
Xinogalos, Stelios | 2 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 2 |
Policymakers | 1 |
Practitioners | 1 |
Location
Taiwan | 11 |
Australia | 7 |
Turkey | 6 |
Spain | 5 |
California | 4 |
Canada | 4 |
Greece | 4 |
Brazil | 3 |
Germany | 3 |
Indonesia | 3 |
United Kingdom | 3 |
More ▼ |
Laws, Policies, & Programs
Education Amendments 1974 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 1 |
Meets WWC Standards with or without Reservations | 3 |
Elina Jääskä; Jaakko Kujala; Kirsi Aaltonen – Cogent Education, 2023
The earned value management (EVM) is a project management method for monitoring and controlling project expenditure and progress. Teaching EVM is challenging as the method may appear theoretical, mathematical, and disconnected from the uncertainty of real-life projects. Educational games have been suggested as one method to influence students'…
Descriptors: Game Based Learning, Program Administration, Program Effectiveness, Educational Games
Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
Ju-May Wen; Hai-Dung Do; Eric Zhi-Feng Liu; Chun-Hung Lin; Shihping Kevin Huang – SAGE Open, 2023
This study investigated the effect of educational board games and the creative thinking spiral teaching strategy (CTSTS) on the learning outcomes of beginner-level Chinese language learners. Two dimensions were measured: learning outcome and writing ability. A total of 82 learners from one university in Taiwan participated in this study.…
Descriptors: Writing Skills, Educational Games, Creative Thinking, Teaching Methods
Gulnoza Yakubova; Briella Baer Chen; Stuti Gupta; Monerah N. Al-Dubayan – Education and Training in Autism and Developmental Disabilities, 2024
The purpose of this study was to examine the effects of an online, multi-component intervention (video modeling, online mathematical games, self-monitoring checklists, and least to most prompting) in teaching mathematics skills to autistic secondary school students using a multiple probe design across skills. This study is unique from previous…
Descriptors: Mathematics Instruction, Secondary School Students, Autism Spectrum Disorders, Students with Disabilities
Gable, Sara; Fozi, Afiah Mohd; Moore, Alex M. – Early Childhood Education Journal, 2021
This study evaluates the efficacy of a physically-active number learning game for young preschoolers. The intervention adapts Ramani and Siegler's (Child Develop 79(2):375-394, 2008) successful The Great Race by modifying the mode of play from seated at a table to jumping with two feet on a large game mat. 75 children (mean age: 46 months) in the…
Descriptors: Teaching Methods, Physical Activities, Numbers, Preschool Children
Aqlan, Faisal; Zhao, Richard – IEEE Transactions on Education, 2022
Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering…
Descriptors: Manufacturing, Computer Simulation, Teaching Methods, Problem Solving
Arboleya-García, Elena; Miralles, Laura – Education Sciences, 2022
Games are a proven tool for learning at all ages and in many contexts. They increase the attractiveness of learning processes through arousing interest and enhancing motivation, and aid with the development of social skills. Educational games provide teachers with different approaches to teaching. 'The Game of the Sea' is an interdisciplinary…
Descriptors: Educational Games, Marine Biology, Oceanography, Teaching Methods
Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
Brennan, Attracta; McDonagh, Tara; Dempsey, Mary; McAvoy, John – IEEE Transactions on Learning Technologies, 2022
Studies show that reduced literacy skills can negatively influence a child's self-esteem and future career opportunities. Literacy is significantly affected when problems exist in understanding the phonological component or sound structure of language, i.e., phonological awareness. Children with dyslexia in particular experience difficulties in…
Descriptors: Dyslexia, Literacy, Intervention, Phonological Awareness
Meepung, Tippawan; Pratsri, Sajeewan; Nilsook, Prachyanun – Higher Education Studies, 2021
The objective of this research was as follows: 1) to develop an interactive tool in a digital learning ecosystem for adaptive online learning performance; 2) to carry out a suitability assessment of this process. The documentary research method was used in this study. The results showed a model of an interactive tool in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Online Courses, Interaction
Agbonifo, Oluwatoyin C.; Ibam, Emmanuel O.; Ajao, Temitayo O. – Journal of Educational Technology, 2021
This research paper presents a digital game-based learning as an innovative methodology that takes full advantage of the educational potential offered by digital games to aid learning of concepts. It focuses on the use of games as a mode of learning in the classroom while exploring all learning theories that supports it. This mode of learning is…
Descriptors: Game Based Learning, Educational Games, Educational Technology, Technology Uses in Education
Wang, Meng; Nunes, Miguel Baptista – Interactive Technology and Smart Education, 2019
Purpose: This study aims to present a meta-analysis of the use of serious educational games in museums. The analysis is based on a critical literature review that maps educational roles of museums against serious educational games used in support of those roles. The meta-analysis focuses on the specific context of informal learning in museums.…
Descriptors: Museums, Educational Games, Teaching Methods, Informal Education
Hava, Kevser; Guyer, Tolga; Cakir, Hasan – Educational Technology Research and Development, 2020
The purpose of this research is to investigate students' learning experiences in a systematic game development process. The study was conducted at a science and arts center, where gifted students can enroll in after-school activities. Fifteen students and one instructor participated in a 12-week problem-solving implementation. During the last five…
Descriptors: Academically Gifted, Teaching Methods, After School Programs, Problem Solving
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
Petritis, Steven J.; Byrd, Katherine M.; Schneller, Will – Journal of Chemical Education, 2022
For years, hybridization in chemistry has been taught using static pictures and model kits. We decided to reimagine how students learn hybridization through the development of a mobile learning tool. The tool contains gamification features, such as achievements and progressive leveling that keep students engaged, while the mobile platform allows…
Descriptors: Science Instruction, Chemistry, Teaching Methods, Scientific Concepts