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Maine, Fiona – Literacy, 2017
This study builds on and extends our understanding of literacy through exploring children's encounters with a digital narrative game. The research analyses different stances or orientations that children take as they progress through the game and how they draw on schematic understandings about narratives and digital gaming to support their…
Descriptors: Educational Games, Computer Games, Children, Literacy
Gough, John – Australian Mathematics Teacher, 2017
This article describes how to play two abstract strategy board games: (1) "Blokus" which uses polyominoes--plane geometric figures formed by joining one or more equal squares edge to edge; and (2) "Gemblo" which uses translucent, colored pieces, each of which is made up of one to five hexagons.
Descriptors: Geometric Concepts, Geometry, Educational Games, Game Theory
Nadolski, Rob J.; Hummel, Hans G. K. – British Journal of Educational Technology, 2017
Although the importance of cognitive feedback in digital serious games (DSG) is undisputed, we are facing some major design challenges. First of all, we do not know to which extend existing research guidelines apply when we stand the risk of cognitive feedback distorting the delicate balance between learning and playing. Unobtrusive cognitive…
Descriptors: Feedback (Response), Progress Monitoring, Educational Games, Computer Games
Galbraith, Leslie A.; Normand, Matthew P. – Journal of Applied Behavior Analysis, 2017
We evaluated the effects of a modified version of the Good Behavior Game (GBG) on the number of steps taken by students during school recess. We divided a class into two teams, and awarded the team with the highest step counts at the end of each game raffle tickets for a school-wide lottery. The GBG was compared to recess periods without the game…
Descriptors: Elementary School Students, Physical Activities, Recess Breaks, Educational Games
de Klerk, Sebastiaan; Kato, Pamela M. – Journal of Applied Testing Technology, 2017
Game-based assessments will most likely be an increasing part of testing programs in future generations because they provide promising possibilities for more valid and reliable measurement of students' skills as compared to the traditional methods of assessment like paper-and-pencil tests or performance-based assessments. The current status of…
Descriptors: Futures (of Society), Educational Games, Testing, Educational Benefits
Kato, Pamela M.; de Klerk, Sebastiaan – Journal of Applied Testing Technology, 2017
Serious games are increasingly being explored for use as assessment tools in broad domains. Drawing from research in these domains, we present important advantages and challenges that arise when using games for assessment. In light of this context and as an introduction to this special issue on Serious Games and Assessments, we introduce the…
Descriptors: Evaluation Methods, Formative Evaluation, Design, Educational Games
Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe – Research-publishing.net, 2017
Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…
Descriptors: Educational Games, Computer Assisted Instruction, Second Language Instruction, Second Language Learning
Hicks, Andrew Gregory – ProQuest LLC, 2017
Games-Based Learning systems, particularly those that use advances from Intelligent Tutoring Systems (ITS) to provide adaptive feedback and support, have proven potential as learning tools. Taking their lead from commercial games such as Little Big Planet and SuperMarioMaker, these systems are increasingly turning to content creation as a learning…
Descriptors: Data, Decision Making, Intelligent Tutoring Systems, Educational Games
Forringer, Edward R.; Forringer, Richard S.; Forringer, Daniel S. – Physics Teacher, 2016
A quick survey of physics textbooks shows that many (Knight, Young, and Serway for example) cover estimation, significant digits, precision versus accuracy, and uncertainty in the first chapter. Estimation "Fermi" questions are so useful that there has been a column dedicated to them in "TPT" (Larry Weinstein's "Fermi…
Descriptors: Physics, Science Instruction, Educational Games, Computation
Vesperman, Dean Patrick; Clark, Chris H. – Social Studies, 2016
This article explores using game theory in social studies classrooms as a heuristic to aid students in understanding strategic decision making. The authors provide examples of several simple games teachers can use. Next, we address how to help students design their own simple (2 × 2) games.
Descriptors: Game Theory, Social Studies, Heuristics, Decision Making
Makela, Marnie L.; Pei, Jacqueline R.; Kerns, Kimberly A.; MacSween, Jennifer V.; Kapasi, Aamena; Rasmussen, Carmen – Journal of Special Education, 2019
Metacognitive training is an emerging cognitive intervention for children with fetal alcohol spectrum disorder (FASD) that teaches children to think about their thinking and use strategies to improve learning and regulation. We investigated how children with FASD acquired metacognitive strategies during a computerized intervention delivered in a…
Descriptors: Fetal Alcohol Syndrome, Metacognition, Learning Strategies, Intervention
Alkan, Ayse; Mertol, Hüseyin – International Journal of Evaluation and Research in Education, 2019
The rapidly developing information technologies of our age offer new opportunities in every aspect of our lives. The use of information technologies in educational environments is an important element in creating enriched learning environments. Educational digital games used in teaching-learning environments help students to develop motivation,…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Games
Motz, Vicki Abrams; Koneval, Timothy; Bennett-Toomey, Jill; Suniga, Rema G.; Connour, Jacqueline Runestad – HAPS Educator, 2019
Board games continue to increase in popularity and the pedagogical value of games has been repeatedly supported. Games keep students engaged and the level of engagement translates directly into time spent playing, and correspondingly, time spent reviewing course material. Therefore, game play is expected to result in greater student success.…
Descriptors: Anatomy, Physiology, Educational Games, Game Based Learning
Brazhkin, Vitaly; Zimmerman, Honey – Decision Sciences Journal of Innovative Education, 2019
Multiround business simulation games have been gaining popularity in higher education. However, certain aspects of experiential learning of individual students in the game remain unaddressed in research literature. Team assessments, such as team papers, appear a common, "natural" choice given the team-based nature of the games but may…
Descriptors: Student Attitudes, Business Administration Education, Simulation, Experiential Learning
Tärning, Betty; Silvervarg, Annika – Education Sciences, 2019
How should a pedagogical agent in educational software be designed to support student learning? This question is complex seeing as there are many types of pedagogical agents and design features, and the effect on different student groups can vary. In this paper we explore the effects of designing a pedagogical agent's self-efficacy in order to see…
Descriptors: Intelligent Tutoring Systems, Self Efficacy, Educational Games, Student Attitudes

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