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Cook-Chennault, Kimberly; Villanueva Alarcón, Idalis; Jacob, Gabrielle – Education Sciences, 2022
The use of educational digital games as supplemental tools to course instruction materials has increased over the last several decades and especially since the COVID-19 pandemic. Though these types of instructional games have been employed in the majority of STEM disciplines, less is known about how diverse populations of students interpret and…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
Glass, Graham – Childhood Education, 2022
Pandemic-related lockdowns and school closures took education into the virtual sphere. Hence, educators of all grades had to adapt to the challenges of remote learning by including digital tools in their teaching strategies. The global pandemic added a mandatory digital layer to the task of motivating students. Education technologies (edtech) and…
Descriptors: Recreational Activities, Leisure Time, Program Design, Educational Experience
de Godoi, Milena Maria; Pialarissi, Elisie; de Oliveira Prado, Denielle Gonçalves – International Society for Technology, Education, and Science, 2022
Logical reasoning is very important in the child's development, increasing their performance in learning as a whole, improving their concentration and decision-making when solving problems. The introduction of this tool and stimulus from the first years of education is necessary for children to grow up with a broad and more critical view, being…
Descriptors: Teaching Methods, Logical Thinking, Problem Solving, Decision Making
Juhasz, Ana – Acta Didactica Napocensia, 2022
Board-games constitute a tool that simultaneously develops children in many ways and motivates them to learn. The aim of this experiment is to examine the effectiveness of using board-games in Romanian lessons and how the attitudes of Hungarian children change towards the Romanian language. To this end, the author created a board-game for…
Descriptors: Educational Games, Instructional Effectiveness, Romance Languages, Vocabulary Development
Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
Lassault, Julie; Sprenger-Charolles, Liliane; Albrand, Jean-Patrice; Alavoine, Edouard; Richardson, Ulla; Lyytinen, Heikki; Ziegler, Johannes C. – Scientific Studies of Reading, 2022
Purpose: This study was designed to assess the efficiency of a French version of "GraphoGame" (GG) against an equally engaging math intervention ("Fiete Math," FM) in a large school sample of children from socioeconomically disadvantaged neighborhoods in grade 1 (N = 921). Method: The intervention was implemented in two…
Descriptors: French, Educational Games, Low Income Students, Grade 1
Bledsoe, Robert S.; Richardson, Deborah S. – International Journal of Teaching and Learning in Higher Education, 2022
Reacting to the Past (Reacting) is an active-learning pedagogy utilizing elaborate historical roleplaying games. This study examined the effect of Reacting on student academic self-efficacy, perspective taking, engagement, and perceived learning, and considered whether these outcomes were impacted by the type of role a student assumed. Students…
Descriptors: Active Learning, Teaching Methods, Role Playing, Instructional Effectiveness
What Works Clearinghouse, 2022
Developing self-regulation at an early age is important for children's success in school and in life. Self-regulation involves the ability to remember instructions, shift attention from one thing to another, and reduce the intensity and frequency of impulsive emotions and behaviors. "Red Light, Purple Light" is a preschool program that…
Descriptors: Self Management, Preschool Children, Educational Games, Skill Development
Jose´ Nunes da Silva Ju´nior; Jean-Yves Winum; Andrea Basso; Luca Gelati; Lisa Moni; Antonio Jose´ Melo Leite Junior; Jair Mafezoli; Da´vila Zampieri; Francisco Serra Oliveira Alexandre; Kimberly Benedetti Veja; Andre´ Jalles Monteiro – Journal of Chemical Education, 2022
This paper provides information about a multilingual (Portuguese, English, Spanish, Italian, and French) virtual card game for computers and smartphones. Facing the disruption caused by the COVID-19 pandemic, this game allows students to play remotely or face-to-face with friends in a fun and cooperative environment and review the topics related…
Descriptors: Organic Chemistry, Scientific Concepts, Educational Games, Video Games
Roche, Anne; Gervasoni, Ann; Kalogeropoulos, Penelope – Mathematics Education Research Journal, 2023
This study explored the mathematics engagement of Australian primary students who currently struggle with mathematics learning and who participated in an intervention program. The research aimed to identify the elements that facilitated their engagement across three learning settings that they experienced concurrently: their "Extending…
Descriptors: Foreign Countries, Elementary School Students, Intervention, Program Effectiveness
Banks, Rebecca; Porchia, Starian; McCallum, Jasmine; Schiner, Nick – Childhood Education, 2023
In the wake of all that educators are navigating these days, they've proven to be not only resilient, but also innovative. They continue intentionally finding new and exciting ways to create powerful learning opportunities for all students. Reinvent the Classroom, an initiative by Digital Promise, HP, Microsoft, and Intel, supports, celebrates,…
Descriptors: Educational Innovation, Educational Technology, Technology Uses in Education, Writing (Composition)
Ezequiel Aleman – ProQuest LLC, 2023
Building on the need for developing educational responses to the impact of data practices in our everyday lives, a new curriculum called Nayah-Irú was designed and implemented in the context of five alternative schools in Uruguay. Nayah-Irú aimed at fostering Critical Data Literacy (CDL) using speculative civic literacies, helping youth and…
Descriptors: Action Research, Nontraditional Education, Teacher Attitudes, Foreign Countries
Silva, Ana Paula Maielo; Barbosa, Gabriela Gonçalves; Alves, Elia Elisa Cia; Carvalho Pacheco, Cristina – Journal of Political Science Education, 2023
This article presents the "modus operandi" of a game, the so-called Game of Shapes, which can be used as an active learning tool to teach Constructivism to introductory International Relations courses. While sharing our own experience of the development and application of the game in a laboratory with International Relations students,…
Descriptors: Undergraduate Students, Constructivism (Learning), Active Learning, International Relations
Yasar, Hüseyin; Kiyici, Mübin; Karatas, Abuzer – Participatory Educational Research, 2020
In this research, it is aimed to determine the ideas of primary school teachers about the concept of gamification, the elements of gamification they use, the criteria they take into consideration while using the elements of gamification, the reasons for using them in gamification, the problems they face when using gamification and solutions to…
Descriptors: Teacher Attitudes, Elementary School Teachers, Adoption (Ideas), Educational Games
Alaswad, Suzan; Salman, Sinan – Advances in Engineering Education, 2020
Coordinating humanitarian supply chains can be challenging in terms of getting timely aid to those who need it. While operations in commercial supply chains have been well studied, research studies that address coordination in humanitarian supply chains are still lacking. Unlike commercial supply chains, humanitarian supply chains focus on…
Descriptors: Supply and Demand, Information Management, Natural Disasters, Pandemics

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