Publication Date
| In 2026 | 3 |
| Since 2025 | 331 |
| Since 2022 (last 5 years) | 1494 |
| Since 2017 (last 10 years) | 2538 |
| Since 2007 (last 20 years) | 2577 |
Descriptor
Source
Author
| Gwo-Jen Hwang | 15 |
| Hwang, Gwo-Jen | 13 |
| Huei-Tse Hou | 12 |
| Erin Ottmar | 11 |
| Lester, James | 11 |
| Ji-Eun Lee | 10 |
| Rahimi, Seyedahmad | 10 |
| Shute, Valerie | 10 |
| Jenny Yun-Chen Chan | 9 |
| Zou, Di | 9 |
| Xie, Haoran | 8 |
| More ▼ | |
Publication Type
Education Level
Audience
| Teachers | 51 |
| Researchers | 16 |
| Policymakers | 6 |
| Students | 6 |
| Administrators | 5 |
| Practitioners | 5 |
| Media Staff | 2 |
| Parents | 2 |
Location
| Turkey | 117 |
| Indonesia | 87 |
| Taiwan | 86 |
| China | 70 |
| Spain | 63 |
| Malaysia | 52 |
| Australia | 50 |
| Thailand | 42 |
| United Kingdom | 33 |
| Brazil | 30 |
| Germany | 30 |
| More ▼ | |
Laws, Policies, & Programs
| Head Start | 3 |
| Americans with Disabilities… | 1 |
| Elementary and Secondary… | 1 |
| Every Student Succeeds Act… | 1 |
| Indian Child Welfare Act 1978 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 4 |
| Meets WWC Standards with or without Reservations | 6 |
| Does not meet standards | 1 |
Tawfik, Andrew A.; Schmidt, Matthew; Hooper, Chelsy P. – Journal of Computing in Higher Education, 2020
Despite the prevalence of case-based reasoning in systems design, many of the established design principles are based on theory rather than empirical studies. This study describes the evolution of a case library learning environment and its transition to a game-based learning approach using educational design research (EDR). We discuss our…
Descriptors: Concept Mapping, Game Based Learning, Case Method (Teaching Technique), Instructional Design
Talan, Tarik; Dogan, Yunus; Batdi, Veli – Journal of Research on Technology in Education, 2020
The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this…
Descriptors: Educational Games, Game Based Learning, Instructional Effectiveness, Academic Achievement
Russo, James; Russo, Toby – Australian Primary Mathematics Classroom, 2020
Regular contributors James and Toby Russo return with a sixth principle for educationally-rich mathematical games--almost all mathematical games have the potential to be transformed into an investigation. This article builds on their earlier piece with Leicha A Bragg (APMC 23(3), 30-34). [For "Five Principles of Educationally Rich…
Descriptors: Educational Games, Mathematics Instruction, Elementary School Teachers, Foreign Countries
Nelson, Brian C.; Bowman, Catherine D. D.; Bowman, Judd D.; Pérez Cortés, Luis E.; Adkins, Adrianna; Escalante, Edgar; Owen, Brooke L.; Ha, Jesse; Su, Man – Educational Technology Research and Development, 2020
This study examines the impact of a mobile game app on science museum visitors' level of engagement with exhibit content, compared to a non game-based version of the same app. Ask Dr. Discovery (Dr. D) is a question-asking app containing two versions: a Game Mode employing casual game mechanics and an Ask Mode providing a baseline version. We…
Descriptors: Computer Games, Museums, Science Education, Exhibits
Forsyth, Carol M.; Graesser, Arthur; Millis, Keith – Technology, Knowledge and Learning, 2020
The current study investigated predictors of shallow versus deep learning within a serious game known as Operation ARA. This game uses a myriad of pedagogical features including multiple-choice tests, adaptive natural language tutorial conversations, case-based reasoning, and an E-text to engage students. The game teaches 11 topics in research…
Descriptors: Educational Games, Predictor Variables, Evidence Based Practice, Learning Analytics
Tsay, Crystal Han-Huei; Kofinas, Alexander K.; Trivedi, Smita K.; Yang, Yang – Journal of Computer Assisted Learning, 2020
Learners in the higher education context who engage with computer-based gamified learning systems often experience the novelty effect: a pattern of high activity during the gamified system's introduction followed by a drop in activity a few weeks later, once its novelty has worn off. We applied a two-tiered motivational, online gamified learning…
Descriptors: Higher Education, College Students, Computer Games, Game Based Learning
Ofosu-Ampong, Kingsley; Boateng, Richard; Anning-Dorson, Thomas; Kolog, Emmanuel A. – Education and Information Technologies, 2020
Integrating gamification in the learning process has become a significant factor in the success of teaching, learning, and research in higher education. Education can leverage gamification by enhancing learning management systems to make learning enjoyable and engaging for students. We, however, lack the underpinnings into factors affecting the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Higher Education
Owen Gottlieb; Ian Schreiber – International Journal of Designs for Learning, 2020
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on…
Descriptors: Game Based Learning, Educational Games, History Instruction, Design
Jason T. Downer; Summer S. Braun; Catherine P. Bradshaw; Lauren Elreda; Xavier Elzie; Alexa Budavari; Nicholas S. Ialongo; Patrick H. Tolan – Grantee Submission, 2024
Early career teachers experience exceptionally high rates of attrition from the profession, often due in part to elevated concerns about student behavior and poor occupational health. This study reports findings from a randomized controlled trial testing the combined effect of the PAX Good Behavior Game and MyTeachingPartner™ for 188 early career,…
Descriptors: Elementary School Teachers, Beginning Teacher Induction, Beginning Teachers, Teacher Student Relationship
Grant M. Mwinsa; Murunwa Dagada – South African Journal of Childhood Education, 2024
Background: The most effective indigenous games well known to pre-schoolers must be used in schools, given the significance of literacy and numeracy abilities in children's future educational prospects and successes. Aim: The goal of this article was to determine the efficacy of indigenous games in promoting literacy and numeracy skills among…
Descriptors: Foreign Countries, Game Based Learning, Indigenous Knowledge, Literacy Education
Coralie Portier-Charneau; Mylene Sanchiz – Information and Learning Sciences, 2024
Purpose: This paper aims to examine whether the instructional message used to introduce game-based learning (GBL), prior knowledge, flow and prior gaming experience have an impact on secondary students' learning outcomes, perceived game utility and motivation to use the game. Design/methodology/approach: Fifty-four 9th grades students enrolled in…
Descriptors: Foreign Countries, Secondary School Mathematics, Secondary School Students, Secondary School Teachers
Rico Putra Pradana; Ave Adriana Pinem; Putu Wuri Handayani – Journal of Educators Online, 2024
This study uses self-determination theory to examine the effect of gamification on the students' behavioral, emotional, and cognitive engagement in online discussion forums by providing more instructor badges than automatic badges and using a quasi-experimental one-group pretest-posttest design. Behavioral engagement was measured using the number…
Descriptors: Learner Engagement, Game Based Learning, Scoring Rubrics, Comparative Analysis
Mario de la Puente; Carlos de Oro; Jose Torres; Maria Ripoll; Heidy Rico Fontalvo – Mathematics Teaching Research Journal, 2024
Over a sixteen-week term, the study dove into how chess could enhance math skills for eleventh graders at three public schools in Cartagena, Colombia. It assumed that chess would sharpen their minds and problem-solving prowess. Seventy-one pupils took part, trying out a chess-centric way of learning. Researchers used multiple statistical…
Descriptors: Foreign Countries, High School Students, Grade 11, Mathematical Enrichment
Effects of Gamified Grammar and Vocabulary Learning in an English Course on EFL Students in Thailand
Nur Lailatur Rofiah; Budi Waluyo – Teaching English with Technology, 2024
The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning…
Descriptors: Vocabulary Development, Teaching Methods, English (Second Language), Second Language Learning
García-Álvarez, Amanda; Serradell-López, Enric – Research on Education and Media, 2022
This article presents a research work that is aimed at developing a gamified system and a questionnaire to analyse, in a subsequent phase, how the motivation of university students of Spanish as a second language changes in a gamification context. The article is part of the data-collection phase for a doctoral thesis. Here, we discuss the…
Descriptors: Spanish, Second Language Learning, Second Language Instruction, Learning Motivation

Peer reviewed
Direct link
