Publication Date
In 2025 | 1 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 6 |
Since 2016 (last 10 years) | 27 |
Since 2006 (last 20 years) | 34 |
Descriptor
Educational Games | 34 |
Skill Development | 34 |
Technology Uses in Education | 34 |
Educational Technology | 24 |
Teaching Methods | 21 |
Foreign Countries | 16 |
Video Games | 10 |
Computer Simulation | 9 |
College Students | 6 |
Design | 6 |
Game Based Learning | 6 |
More ▼ |
Source
Author
Isaías, Pedro, Ed. | 2 |
Adiguzel, Tufan | 1 |
Agnes D. Garciano | 1 |
Almeida, Fernando | 1 |
Andrade, Albert G. | 1 |
Atienza, Sara | 1 |
Ault, Marilyn | 1 |
Aykaç, Murtaza | 1 |
Banerjee, Simanti | 1 |
Barnes, Tiffany, Ed. | 1 |
Bulgren, Janis | 1 |
More ▼ |
Publication Type
Education Level
Higher Education | 13 |
Postsecondary Education | 11 |
Elementary Education | 8 |
Secondary Education | 8 |
Early Childhood Education | 4 |
High Schools | 4 |
Primary Education | 4 |
Adult Education | 1 |
Grade 1 | 1 |
Grade 2 | 1 |
Grade 3 | 1 |
More ▼ |
Audience
Location
Turkey | 3 |
Australia | 2 |
Malaysia | 2 |
Afghanistan | 1 |
Brazil | 1 |
California | 1 |
California (San Francisco) | 1 |
Canada (Toronto) | 1 |
Europe | 1 |
Germany | 1 |
Ghana | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Does not meet standards | 1 |
Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
Agnes D. Garciano; Debbie Marie B. Verzosa; Ma. Louise Antonette N. De Las Peñas; Maria Alva Q. Aberin; Juan Carlo F. Mallari; Jumela F. Sarmiento; Mark Anthony C. Tolentino – International Association for Development of the Information Society, 2023
This paper discusses the "Just Keep Solving" apps that are designed based on deliberate practice model for developing mathematical skills. Features of deliberate practice include well-defined goals involving areas of weakness as determined by a knowledgeable other such as a teacher. The integration of game design features provides a…
Descriptors: Students, Student Centered Learning, Play, Electronic Learning
Kylie S. Flynn; Linlin Li; Chun-Wei Huang; Ruchita Patel; Kim Luttgen; Shuangting Yang; Eunice Chow – Grantee Submission, 2024
We used a cluster-randomized controlled trial to examine the impacts of a technology- and game-based social-emotional program, the "Adventures Aboard the S.S. GRIN" ("Adventures"), on students' social skills development. Eighty-eight third-grade classrooms (N = 1645 third-grade students) across four California public school…
Descriptors: Social Emotional Learning, COVID-19, Pandemics, Technology Uses in Education
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
Nicholas Diana – ProQuest LLC, 2020
Civil discourse is our most basic form of civic engagement. In a democracy, it is our best tool for collectively answering a society's most fundamental question: "What shall we do?" While most of us have no doubt participated in political discussions, engaging in civil discourse that is productive (i.e., dialogue that "fosters…
Descriptors: Citizen Participation, Communication Skills, Curriculum Development, Values
Lance P. Rhodes – ProQuest LLC, 2021
The purpose of this quantitative, quasi-experimental study was to assess differences between US K-12 teachers who participated in digital game-based learning (DGBL) and those who participated in digital learning (DL), in terms of pre-/posttest gains in computational thinking (CT) and pre-/posttest changes in perceived usefulness (PU) and perceived…
Descriptors: Game Based Learning, Educational Games, Mental Computation, Thinking Skills
Piety, Philip J. – Grantee Submission, 2021
The paper discusses the use of "Productive Disciplinary Engagement" (PDE) for a curricular project that features a technology-based alternate reality game (ARG) with the objective of teaching undergraduate students about the collaborative nature of STEM careers. Much of the PDE research uses PDE as either a design-principle or as an…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Students, Educational Games
Aykaç, Murtaza; Kögce, Davut – Educational Policy Analysis and Strategic Research, 2019
This study aimed to examine preservice classroom teachers' opinions on how educational games improve their teaching skills. In accordance with this purpose, the qualitative research design was employed. The study group was composed of 60 preservice teachers course attending the Department of Primary Education in the Faculty of Education at a state…
Descriptors: Preservice Teachers, Student Attitudes, Educational Games, Teaching Methods
Nshimbi, Jacob C.; Serpell, Robert; Westerholm, Jari – South African Journal of Childhood Education, 2020
Background: Despite increased enrolments at primary schools in Zambia, more than half of the children in Grades 1-4 are unable to meet the required minimum standards for literacy. Aim: The study set out to examine the effects of using a phone-based mobile literacy game (Graphogame) to improve literacy skills in children and adults in rural family…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Kotsakou, Stamatina; Walters, Cory; Groskopf, Jessica; Tigner, Robert; Banerjee, Simanti – Journal of Extension, 2018
This article describes a novel grain marketing simulation game called "Marketing in a New Era" (MINE) that was developed for use in Extension producer meetings and other educational settings. Key benefits of MINE are that users can personalize the game's marketing simulation environment by incorporating information specific to their…
Descriptors: Marketing, Educational Games, Extension Agents, Extension Education
Coskun, Zeynep Nesrin; Adiguzel, Tufan; Çatak, Guven – World Journal on Educational Technology: Current Issues, 2019
The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form.…
Descriptors: Teaching Methods, Educational Games, Game Based Learning, Educational Technology
Hacker, Michael – Technology and Engineering Teacher, 2018
Computational Thinking (CT) is being promoted as "a fundamental skill used by everyone in the world by the middle of the 21st Century" (Wing, 2006). CT has been effectively integrated into history, ELA, mathematics, art, and science courses (Settle, et al., 2012). However, there has been no analogous effort to integrate CT into…
Descriptors: Skill Development, Thinking Skills, Technology Education, Engineering Education
Denvir, Catrina, Ed. – Cambridge University Press, 2020
Over the last decade, cost pressures, technology, automation, globalisation, de-regulation, and changing client relationships have transformed the practice of law, but legal education has been slow to respond. Deciding what learning objectives a law degree ought to prioritise, and how to best strike the balance between vocational and academic…
Descriptors: Legal Education (Professions), Educational Development, Job Skills, Skill Development
Okada, Alexandra; Kowalski, Raquel Pasternak Glitz; Kirner, Claudio; Torres, Patrícia Lupion – Interactive Learning Environments, 2019
Responsible Research and Innovation (RRI) is a contemporary approach to promote science with and for society for aligning scientific innovations with societal needs. Literature about education for RRI is limited because it is not a widespread practice at the moment. To explore this gap, this study examines teachers' views about a novel inquiry…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Simulation
Hwang, Mark I. – Journal of Information Systems Education, 2018
Much interest exists in using Enterprise Resource Planning simulation (ERPsim) games to help students learn complex concepts involved in Enterprise Resource Planning (ERP) systems. However, little research has explored factors that contribute to team performance during an ERPsim game. The current study investigated teamwork as a contributor to…
Descriptors: Teaching Methods, Educational Games, Simulated Environment, Planning