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Kotsakou, Stamatina; Walters, Cory; Groskopf, Jessica; Tigner, Robert; Banerjee, Simanti – Journal of Extension, 2018
This article describes a novel grain marketing simulation game called "Marketing in a New Era" (MINE) that was developed for use in Extension producer meetings and other educational settings. Key benefits of MINE are that users can personalize the game's marketing simulation environment by incorporating information specific to their…
Descriptors: Marketing, Educational Games, Extension Agents, Extension Education
Wingo, Nancy Pope; Roche, Cathy; Willig, James – AERA Online Paper Repository, 2018
This qualitative study explored undergraduate nursing students' perceptions of team competition, motivation, and learner engagement in an online educational game developed at one university. Researchers explored qualitative data from focus groups, observations, and documents by coding for themes and sub-themes. They found that students were mainly…
Descriptors: Undergraduate Students, Nursing Students, Teamwork, Competition
Cooper, Lynette Renee – ProQuest LLC, 2018
The purpose of this quasi-experimental non-equivalent control group study was to determine the presence of a statistically significant difference in the mathematics achievement of gifted learners when utilizing digital game-based learning (DGBL) for supplemental mathematics instruction when compared to gifted learners not utilizing DGBL. This…
Descriptors: Mathematics Achievement, Academically Gifted, Educational Games, Video Games
Nfon, Nekang Fabian – Online Submission, 2018
This study investigated the effect of mathematical games on secondary school students' achievement in mathematics in Fako Division in the South West Region of Cameroon. The target population comprised of 4,224 form five students from the Secondary schools in Fako Division. The accessible population was made up of 188 students and the sample size…
Descriptors: Mathematics Instruction, Secondary School Mathematics, Secondary School Students, Foreign Countries
Watson-Huggins, Janice – ProQuest LLC, 2018
Children have been playing computer games for many years. Today's children are very technologically savvy compared to 10 years ago. However, no concrete research was done in the Caribbean and in Jamaica to be specific, that investigates the impact of gamification on student academic scores and motivation. Gamification is used to describe the use…
Descriptors: Intervention, Mathematics Achievement, Middle School Students, Game Based Learning
Vogt, Spencer – ProQuest LLC, 2018
Studies have shown that digital media and digital games can enhance students' learning experience. However, few teachers appear to use digital game-based learning (DGBL) regularly. The purpose of this qualitative study was to understand how middle school teachers use DGBL in the classroom and the factors that positively and negatively influenced…
Descriptors: Middle School Teachers, Teacher Attitudes, Middle School Students, Student Attitudes
Anna Beresin – Journal of Folklore and Education, 2018
In a follow-up to a 2015 JFE article, the author created a project to show the lineage of various rhythm genres and legitimize the practice of rhythm play in a predominantly African American neighborhood.
Descriptors: Acoustics, Educational Games, Folk Culture, African Americans
Korucu, Tugrul; Kabak, Kadir – International Technology and Education Journal, 2019
There are many academic studies in the literature examining educational digital applications. These studies documented the positive effects of practices on attitudes and academic achievement. Information technologies which have become a part of our lives have taken their place in our education system and contributed to education system in many…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Assisted Instruction
Watson-Huggins, Janice; Trotman, Sandra – Quarterly Review of Distance Education, 2019
This article discusses a quantitative study, gamification and motivation to learn math using technology which focused on gathering information to answer the questions "Can gamification motivate students toward learning mathematics?" Gamification, a method used to describe the use of game-based mechanics in nongame contexts, can influence…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Game Based Learning
Fisher, Forest; Warner, Jared; Mickelson, Nate – PRIMUS, 2019
Gentrification is a complex issue with very real repercussions for urban youth. Games make learning fun and provide a way for students to explore complex systems through recursive play. We describe a board game designed to help students explore ratios and proportional reasoning while simultaneously engaging the causes and effects of…
Descriptors: Disadvantaged, Social Class, Change, Middle Class
García-López, Luis M.; Gutiérrez, David; Sánchez-Mora, David; Harvey, Stephen – Physical Education and Sport Pedagogy, 2019
Background: A recurrent theme posited by academics is the lack of widespread utilization of Teaching Games for Understanding (TGfU) by physical education (PE) teachers in schools, particularly in the form it was initially described. Using TGfU in practice is challenging for many teachers impacting its adoption. Purpose: The objective of this study…
Descriptors: Foreign Countries, Physical Education, Educational Games, Physical Education Teachers
Suyitno, Hardi; Zaenuri; Sugiharti, Endang; Suyitno, Amin; Baba, Takuya – International Journal of Instruction, 2019
The state requires leaders who own intelligence and characters. Indonesia as a developing country is clearly very interested in finding out how to integrate the character values into the learning process in the classroom. Japan becomes a destination because it can provide character education to its students. Research Team of Universitas Negeri…
Descriptors: Foreign Countries, Values Education, Mathematics Instruction, Elementary School Mathematics
Winskell, Kate; Sabben, Gaëlle; Ondeng'e, Ken; Odero, Isdorah; Akelo, Victor; Mudhune, Victor – Health Education Journal, 2019
Objective: mHealth interventions often favour individual-level effects. This is particularly problematic in contexts where social support and shifts in social norms are critical to sustained behaviour change. Mobile digital games represent a promising health education strategy for youth, including in low-resource settings. We sought to better…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Educational Games
Fiorella, Logan; Kuhlmann, Shelbi; Vogel-Walcutt, Jennifer J. – Journal of Educational Computing Research, 2019
This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Teaching Methods
Coskun, Zeynep Nesrin; Adiguzel, Tufan; Çatak, Guven – World Journal on Educational Technology: Current Issues, 2019
The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form.…
Descriptors: Teaching Methods, Educational Games, Game Based Learning, Educational Technology

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