Publication Date
| In 2026 | 0 |
| Since 2025 | 217 |
| Since 2022 (last 5 years) | 1189 |
| Since 2017 (last 10 years) | 2911 |
| Since 2007 (last 20 years) | 5032 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 1623 |
| Teachers | 990 |
| Students | 129 |
| Researchers | 88 |
| Parents | 78 |
| Media Staff | 23 |
| Administrators | 19 |
| Policymakers | 12 |
| Community | 9 |
| Counselors | 7 |
| Support Staff | 2 |
| More ▼ | |
Location
| Turkey | 176 |
| Taiwan | 156 |
| Australia | 150 |
| Canada | 105 |
| Spain | 85 |
| United Kingdom | 84 |
| China | 79 |
| Indonesia | 73 |
| Germany | 72 |
| California | 66 |
| Brazil | 61 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 11 |
| Meets WWC Standards with or without Reservations | 19 |
| Does not meet standards | 6 |
Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
Mermelstein, Aaron David – English Teaching Forum, 2016
This Teaching Technique introduces a fun, versatile game that gets students thinking, talking, and working together in the English as a second language (ESL) or English as a foreign language (EFL) classroom. It is easy to prepare, and it is a fun and efficient way to enhance learning. The game can be adapted to almost any grade level or ESL/EFL…
Descriptors: Teaching Methods, Educational Games, English (Second Language), Second Language Instruction
Zigo, Suzanne L. – ProQuest LLC, 2016
Digital game-based instruction is a relatively new phenomenon in the world of education. Teachers hold the key to unlock the world of DGBL within the classroom. Within the classroom a teacher is much like an artist with a blank canvas and typically artistic freedom is granted. What is taught, the curriculum, is generally mandated by local,…
Descriptors: Video Games, Technology Uses in Education, Educational Games, Teaching Methods
Hicks, Drew; Liu, Zhongxiu; Eagle, Michael; Barnes, Tiffany – International Educational Data Mining Society, 2016
Level creation is a creative game-play exercise that resembles problem-posing, and has shown to be engaging and helpful for players to learn about the game's core mechanic. However, in user-authoring environments, users often create levels without considering the game's objective, or with entirely different objectives in mind, resulting in levels…
Descriptors: Affordances, Educational Games, Creative Activities, Video Games
Leppisaari, Irja; Peltoniemi, Janne; Hohenthal, Tuula; Im, Yeonwook – Journal of Interactive Learning Research, 2018
Peer assessment brings new affordances to the implementation of meaningful assessment on online courses (e.g. MOOCs) by using technological solutions to automate the assessment process. For this reason, teachers need digital pedagogic skills for planning, implementing and developing effective peer assessment models. In this paper we apply the…
Descriptors: Peer Evaluation, Online Courses, Automation, College Students
Wang, Huabing – Research in Higher Education Journal, 2018
This article presents a teaching exercise using real-time trading platform in an online international finance course with both finance and non-finance majors. The authors discuss their approach to accommodate to the on-line environment with the emphasis on preparation and flexibility, and present a statistical comparison of performance between…
Descriptors: Heterogeneous Grouping, Computer Games, Teaching Methods, International Trade
Serious Game-Based Learning: The Place of Users' Verbalization in The Acquisition of Specific Skills
Denami, Maria – International Journal of Training and Development, 2018
This study focuses on the analysis of peripheral phenomena such as verbalization and over-learning by users while playing serious games (SGs) in order to develop their competences. For this purpose, we used an SG aimed at training the operators who are meant to work in cleanrooms devoted to pharmaceutical production. Data concerning the…
Descriptors: Educational Games, Skill Development, Verbal Communication, Verbal Learning
Russo, James A. – Teaching Children Mathematics, 2018
Three-in-a-Row Lucky Numbers is an engaging, enjoyable, mathematically meaningful, game-based activity involving dice and a hundred chart, which can be used to introduce students to multiplication. The game provides a mechanism for students to explore the structure of multiplication, experiment with the distributive property, and begin to…
Descriptors: Mathematics Instruction, Multiplication, Educational Games, Teaching Methods
Robison, Tiger – General Music Today, 2018
The purpose of this article is to address the issue that children's natural singing voices and pitch perception are in a treble range, and a male elementary general music teacher's natural singing voice is an octave below. There are many strategies to overcome this significant but manageable obstacle in daily teaching, including monitoring of…
Descriptors: Music Teachers, Music Education, Males, Elementary School Teachers
Çiftci, Serdar – Journal of Education and Training Studies, 2018
This study examines the tendencies of studies carried out using text mining methods under the title of "serious game". A query was run for the "serious game" keyword in the Web of Science search engine to acquire the data. The study included publications that were scanned in the SCI-EXPANDED, SSCI and A&HCI indices between…
Descriptors: Educational Trends, Educational Games, Educational Research, Bibliometrics
Blignaut, Seugnet; Ravyse, Werner S. – Journal of Educational Multimedia and Hypermedia, 2018
The authors systematically searched the internet for information on African Digital Games (ADGs). They then applied a lens of serious games where they defined serious games created to have an impact on the target audience, which is beyond the pure entertainment aspect. They found a wide variety of ADGs and grouped them according to two broad main…
Descriptors: Foreign Countries, Video Games, Internet, Cultural Influences
Facey-Shaw, Lisa; Specht, Marcus; van Rosmalen, Peter; Borner, Dirk; Bartley-Bryan, Jeanette – IEEE Transactions on Learning Technologies, 2018
In today's technological era, emerging educational technologies, such as digital badges, have shown the potential for fostering student learning. To examine the major considerations undergirding the design of digital badges used in an educational context, a conceptual literature review of multidisciplinary electronic databases oriented towards…
Descriptors: Recognition (Achievement), Educational Technology, Instructional Design, Mastery Learning
Rikawarastuti, R.; Ngatemi, N.; Yusro, Muhammad – World Journal on Educational Technology: Current Issues, 2018
Education of oral and dental hygiene for elementary students is often constrained by the nature of children who are easily saturated, so that media and games need to be an interactive, interesting and fun simulation that entices their interest and curiosity in learning. The purpose of this research is to develop a web-based dental health ladder…
Descriptors: Foreign Countries, Dental Health, Elementary School Students, Dentistry
Bolstad, Rachel – set: Research Information for Teachers, 2018
The Games for Learning project set out to explore game-based learning (GBL) practices in New Zealand classrooms and build a connected community of research and practice. Our research suggests there is a mixture of curiosity, enthusiasm, and uncertainty in the sector about where games "fit" into learning. I outline some of the theoretical…
Descriptors: Foreign Countries, Educational Games, Game Based Learning, Teaching Methods
Üstündag, Serhat; Özcan, Gülsen – Journal of Education and Training Studies, 2018
This research examines the effect of educational games on self-concept levels of inclusive students enrolled in secondary schools. The research was conducted in two secondary schools in Golbasi district of Ankara, the capital of Turkey, in the spring semester of 2015-2016 academic year. The research employed semi-experimental design with pretest…
Descriptors: Educational Games, Secondary School Students, Inclusion, Self Concept

Peer reviewed
Direct link
