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Musa Saimon; Zsolt Lavicza; Tony Houghton; Imam Rahmadi – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of this study is to propose a model for integrating microgames in teaching primary Education for Sustainable Development (ESD) and illustrate the application of the proposed model in teaching integrated mathematics, arts, technology and language in primary ESD. Design/methodology/approach: The model was based on conceptual…
Descriptors: Sustainable Development, Elementary Education, Game Based Learning, Educational Games
Ahmed Tlili; Michael Agyemang Adarkwah; Soheil Salha; Juan Garzón; Kinshuk; Daniel Burgos – Interactive Learning Environments, 2024
While several studies have investigated the effects of educational games in education, less attention has been paid specifically to the effects of educational mobile games in education. To address this gap, this study conducted a meta-analysis and research synthesis of 38 studies (N = 3302 participants) to investigate the effects of educational…
Descriptors: Educational Games, Puzzles, Handheld Devices, Technology Uses in Education
Papp, David; Gyori, Krisztina; Kovacs, Karolina Eszter; Csukonyi, Csilla – Hungarian Educational Research Journal, 2022
The pandemic caused a new digital scheme of work to be implemented in higher educational institutes to avoid physical contact, which is referred to as emergency remote teaching in the literature (Hodges, Moore, Lockee, Trust, & Bond, 2020). The inevitable consequence of emergency remote teaching (later on ERT) was that the students' inter-and…
Descriptors: Video Games, Educational Games, Instructional Effectiveness, Higher Education
Melanie Nelson – ProQuest LLC, 2024
Student behavior is a major concern for all teachers as classroom management is key to improving educational outcomes. Despite many schools utilizing punitive strategies, research suggests that positive behavior intervention supports (PBIS) are more appropriate and effective at improving student behavior. One such intervention, the Good Behavior…
Descriptors: Game Based Learning, Positive Behavior Supports, Student Behavior, Classroom Techniques
Alex Kourchev – AERA Online Paper Repository, 2024
This study explores different conceptualizations of creativity within an educational setting, using textual coding and network mapping on data from a creativity-focused course. Two primary conceptualizations emerged: the Freedom-Possession and Playful-Adaptation conceptualizations. Each was associated with unique practices and elements of the…
Descriptors: Creativity Tests, Creativity, Creative Thinking, Creative Activities
Duzhak, Evgeniya; Hoff, K. Jody; Lopus, Jane S. – Journal of Economic Education, 2021
"Chair the Fed" is an award-winning online educational game developed by the Federal Reserve Bank of San Francisco to help players learn about monetary policy. Players assume the role of Fed Chair and adjust the federal funds rate to try to achieve low inflation and low unemployment. If successful, they are reappointed to another term.…
Descriptors: Economics Education, Educational Games, Computer Games, Financial Policy
Ayman Alzaid – ProQuest LLC, 2023
As computer games become integral to students' learning experiences, this dissertation investigates the impact of educational game-based learning on mathematical outcomes and attitudes among elementary school students. Employing data science techniques, including statistical approaches and quantitative analysis through data mining of gameplay data…
Descriptors: Computer Games, Outcomes of Education, Game Based Learning, Mathematics Instruction
Bouck, Emily C.; Long, Holly – Exceptionality, 2022
Mathematical fluency supports maintenance of mathematical skills (Shurr et al., 2019). Multiple interventions support fluency, including the use of games. However, limited research exists exploring games as a means of increasing student fluency in mathematics. In this single case design study, researchers examined the relation between four…
Descriptors: Mathematics Instruction, Mathematics Skills, Game Based Learning, Elementary School Students
Welbers, Kasper; Konijn, Elly A.; Burgers, Christian; de Vaate, Anna Bij; Eden, Allison; Brugman, Britta C. – E-Learning and Digital Media, 2019
In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first feature is feedback, which is expected to increase…
Descriptors: Foreign Countries, College Students, Educational Games, Computer Oriented Programs
Conradi, Lyndsey Aiono; Jameson, J. Matt; Fischer, Aaron J.; Farrell, Michael; Eichelberger, Carrie; Ryan, Joanna; Bowman, Jessica A.; McDonnell, John – Education and Training in Autism and Developmental Disabilities, 2020
Numerous studies have demonstrated the positive effects of the Good Behavior Game (GBG); however, limited information exists on the impact of the GBG on students with severe disabilities. This study investigated the impact of the GBG on students with severe disabilities and their off-task behaviors. Three students in three self-contained…
Descriptors: Severe Disabilities, Time on Task, Student Behavior, Self Contained Classrooms
Lavoue, Elise; Monterrat, Baptiste; Desmarais, Michel; George, Sebastien – IEEE Transactions on Learning Technologies, 2019
In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to…
Descriptors: Educational Games, Educational Environment, Learner Engagement, Time on Task
Tkach, Rochelle; Gallagher, Tiffany L. – Reading Horizons, 2020
Research on this intervention program aimed to address whether digital technology (i.e., apps on tablets) contributes to struggling early readers' (4-6 years old) on-task behavior and level of engagement while learning prerequisite emergent literacy skills (e.g., phonemic awareness, phonics, word recognition and decoding). The research also…
Descriptors: Learner Engagement, Handheld Devices, Technology Integration, Multimedia Instruction
Lastrapes, Renée E.; Fritz, Jennifer N.; Casper-Teague, Laura – Journal of Behavioral Education, 2018
The Teacher versus Students Game is a variation of the Good Behavior Game (Barrish et al. in J Appl Behav Anal 2:119-124, 1969. https://doi.org/10.1901/jaba.1969.2-119) in which students compete against the teacher to earn points and win the game. Students earn points when they follow rules, whereas the teacher earns points when they do not. The…
Descriptors: Student Behavior, Educational Games, Competition, Time on Task
Sun, Zhong; Yao, Xiajing; You, Jiaxin; Du, Wenli; Luo, Liming – Interactive Learning Environments, 2018
This study aimed to explore the features of mobile learning behaviors among Chinese elementary school students, and relationships between mobile learning behaviors and personal characteristics in mobile learning environment. The current study designed and developed a game-based educational mobile environment and conducted an experimental research.…
Descriptors: Foreign Countries, Elementary School Students, Electronic Learning, Student Characteristics
Beserra, Vagner; Nussbaum, Miguel; Oteo, Macarena – Journal of Educational Computing Research, 2019
When performing a task in the classroom, it is essential to place the focus on learning. In the classroom, it is possible to distinguish between time spent by students on-task and off-task. The former is the time in which the student is focused on the learning task; the latter is the remaining time in which they focus on other activities.…
Descriptors: Foreign Countries, Elementary School Students, Primary Education, Grade 2