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Linder, Sandra M.; Emerson, Andrea – Journal of Research in Childhood Education, 2019
This research study begins to explore how a take-home bag intervention (Project MathPack) focused on early childhood mathematics can potentially increase family mathematics play interactions. The primary aim of Project MathPack was to build more effective mathematics environments in home settings and to provide embedded professional development…
Descriptors: Family Involvement, Intervention, Mathematics Instruction, Mathematics Activities
Pombo, Lúcia; Marques, Margarida Morais – Interactive Technology and Smart Education, 2019
Purpose: The purpose of this paper is to present a survey study that analyzes mobile learning through students' opinion regarding the use of mobile devices for learning, including their advantages and difficulties, as well as the educational value of a specific mobile learning strategy, reified in the EduPARK game, after an experience of exploring…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Nakpong, Nuttapun; Chanchalor, Sumalee – International Journal of Instruction, 2019
The purpose of this study was to design and test interactive multimedia games to enhance the emotional intelligence (EI) of deaf and hard of hearing (DHH) learners age 13 to 15 in Thailand. The main content of each of the six games focused on improving EI. The interactive multimedia game was tested with 10 DHH learners in a school for the deaf in…
Descriptors: Foreign Countries, Secondary School Students, Early Adolescents, Deafness
Falahah; Irrahali, Fadhila Alinda – International Journal of Higher Education, 2019
Educational game is a game especially for the kid, that contains educational materials designed in an interactive game that aims to improve intelligence as well as providing knowledge to the users. The opportunity to make android-based education game is open wide, especially the game that exploit local content. In this research, we will develop…
Descriptors: Foreign Countries, Educational Games, Geographic Regions, Educational Technology
Prieto, Marta Curto; Palma, Lara Orcos; Blázquez Tobías, Pedro Jesús; León, Francisco Javier Molina – Education Sciences, 2019
One of the main objectives in education is to increase the motivation of the students to achieve meaningful learning. The use of technologies in classrooms which students are familiarized with such as the smartphone or the tablet, is a way to achieve this goal. On the other hand, it has been proven that the inclusion of scenarios supported by…
Descriptors: Student Evaluation, Educational Games, Learning Processes, Student Motivation
Kim, Oanh Duong Thi – Universal Journal of Educational Research, 2019
The transition towards a sustainable economy has given a new term "green competences". Green competences build upon the foundation of core competences including literacy, numeracy, communication, teamwork and problem-solving - which along with awareness of environmental issues and entrepreneurship, facilitate lifelong learning and…
Descriptors: Foreign Countries, Experiential Learning, Minimum Competencies, College Students
Käser, Tanja; Schwartz, Daniel L. – International Educational Data Mining Society, 2019
Open-ended learning environments (OELEs) allow students to freely interact with the content and to discover important principles and concepts of the learning domain on their own. However, only some students possess the necessary skills for efficient and effective exploration. Guidance in the form of targeted interventions or feedback therefore has…
Descriptors: Educational Environment, Interaction, Cluster Grouping, Models
Fulton, Jared N. – Online Submission, 2019
Gamification is a term first coined early in the 21st century, and the application of its principles has been seen in the business world. Department stores, convenient stores, airlines, and credit card companies have implemented loyalty points to keep customers buying their products. From the business world, to the daily lives of students,…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Self Determination
Saksrisathaporn, Krittiya; Sribunthankul, Patcharaphon – International Association for Development of the Information Society, 2019
In Thailand, for most students in high school, remembering the periodic table is an important part of learning chemistry and to pass a university entrance examination in their scientific program. As many students live in the bigger city areas in Thailand, most of them encounter the same problems such as limitations on lesson time, and their…
Descriptors: Handheld Devices, Educational Games, Game Based Learning, Independent Study
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
Spangenberger, Pia; Matthes, Nadine; Kruse, Linda; Draeger, Iken; Narciss, Susanne; Kapp, Felix – Journal of Education for Sustainable Development, 2020
In this article, we describe a practical implementation of a serious game to facilitate knowledge acquisition about renewable energy technologies among youngsters, using the game Serena Supergreen and the Broken Blade. We present the quest design and an evaluation study on the research questions: (1) Did youngsters who played the game have more…
Descriptors: Educational Games, Computer Games, Game Based Learning, Instructional Effectiveness
Bikar, Soon Singh; Sharif, Sabariah; Talin, Rosy; Rathakrishnan, Balan – Review of International Geographical Education, 2020
Recent trends show the number of students studying geography in upper secondary school is declining. Among the reasons identified is that geography is perceived as a very tedious and difficult subject to study. With the rapid development of technology in the twenty-first century, the use of multi-media tools and technologies in education have…
Descriptors: Student Attitudes, Attitude Change, Secondary School Students, Student Motivation
Celestini, Ann – Canadian Journal of Learning and Technology, 2020
Games have been socially entrenched throughout history as a form of entertainment. Current rapidly changing technological advances have permitted an increasingly prominent means of utilizing these entertainment sources in an instructional capacity for educational purposes. As a result, serious games focus on engaging learners in activities which…
Descriptors: Higher Education, Distance Education, Game Based Learning, Educational Games
Amalia, Arsyi Rizqia – Acuity: Journal of English Language Pedagogy, Literature and Culture, 2020
In learning a language, vocabulary is the most important thing that should be mastered by learners. The English ability of primary school students is very closely related to the vocabulary mastery that they have. This research aims to find the answer to the following questions: (1) How is the application of Guess My Move Game model in learning…
Descriptors: Vocabulary Development, Mastery Learning, Elementary School Students, Educational Games
Orr, Edna – Early Child Development and Care, 2020
The current study's objective was to examine the link between cognitive stimulation at home and children's task persistence. A sample of 60 children and parents with equal numbers selected from low- and high-income families were recruited to gather information about the level of cognitive stimulation in their home by using a checklist-like tool…
Descriptors: Persistence, Family Environment, Family Income, Socioeconomic Status

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