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 |
Cohrssen, Caroline; Niklas, Frank – International Journal of Early Years Education, 2019
In Australia, early childhood education takes a play-based approach to supporting children's engagement with mathematical ideas and numeracy development. To assist preschool teachers' implementation of the outcomes in the national Early Years Learning Framework for Australia, the Northern Territory (NT, Australia) has introduced the NT Preschool…
Descriptors: Mathematics Instruction, Mathematics Activities, Educational Games, Numeracy
Lee, Sangmin-Michelle – ReCALL, 2019
This qualitative study investigates a media transfer project in which a digital game was used to promote student creativity in an English as a foreign language (EFL) class. The paper first addresses the potential of opportunities for stimulating student creativity and motivation. Creativity has been highlighted as a core competency and has…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Creativity
Roodt, Sumarie; Ryklief, Yusuf – International Journal of Game-Based Learning, 2019
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an…
Descriptors: Game Based Learning, Vocational Education, Academic Achievement, Foreign Countries
Borsos, Eva – Journal of Biological Education, 2019
This study presents a new technique, the "Which plant am I?" game, which helps to increase pupils' plant knowledge, while motivate them to become familiar with more plants. On the other hand pupils' plant knowledge was tested in Serbia. The "Which Plant Am I?" game was tested with two groups of pupils (in average 11 years old).…
Descriptors: Elementary School Science, Biology, Plants (Botany), Educational Games
Ke, Fengfeng – Educational Technology Research and Development, 2019
This mixed methods study is aimed to examine the feasibility of integrating mathematical problem solving with architectural design via a 3D epistemic simulation game to promote active mathematics learning for middle-school students. The experimental-control pretest/posttest group design was adopted to examine whether the experience of interacting…
Descriptors: Educational Games, Computer Games, Computer Simulation, Game Based Learning
Almeida, Fernando; Buzády, Zoltán – International Journal of Virtual and Personal Learning Environments, 2019
This article performs an exploratory study of the potential of flow theory and FLIGBY game to contribute to develop entrepreneurship competencies among higher education students. For this purpose, this study considers the use of a focus group consisting of eight students enrolled in the entrepreneurship course in a higher educational institution…
Descriptors: Entrepreneurship, College Students, Higher Education, Program Effectiveness
McGregor, Gillian; Bartle, Emma – Australasian Journal of Educational Technology, 2019
The education of healthcare professionals is critical for the safe delivery of services to patients (Ricciardi & de Paolis, 2014). Postgraduate psychology students undertaking a professional degree encounter a steep learning curve when transitioning from theoretical knowledge to professional practice. This beginning student stage of…
Descriptors: Educational Games, Psychology, Graduate Students, Instructional Effectiveness
Gómez-Carrasco, Cosme-Jesús; Monteagudo-Fernández, José; Moreno-Vera, Juan-Ramón; Sainz-Gómez, Marta – Education Sciences, 2019
We present the results of a training program with future Primary Education teachers on the impact on motivation and perception of learning achieved through strategies and techniques associated with gamma and flipped-classroom. The program was run in four classroom groups (n = 210) at the University of Murcia (Spain) and the aim was to analyze the…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Technology Uses in Education
Mandigo, James; Lodewyk, Ken; Tredway, Jay – Journal of Teaching in Physical Education, 2019
Purpose: The purpose of this study was to investigate the impact of an 8-week after-school intramural program that adopted a Teaching Games for Understanding (TGfU) approach to facilitate the development of elementary-school-aged children physical literacy. Methods: Using Physical and Health Education Canada's Passport for Life tool, 22…
Descriptors: Elementary School Students, Physical Education, Physical Activities, Literacy
Praet, Magda; Desoete, Annemie – Learning Disabilities: A Contemporary Journal, 2019
The purpose of the present pilot study was to evaluate the effects of particular educational math games in kindergarten on numerical skills in Grade 1. Our participants were 49 children with early math difficulties, 65 average achievers, and 48 high-achieving 5-year-old children. All of them played various adaptive math games for 5 weeks. To avoid…
Descriptors: Early Intervention, Kindergarten, Learning Problems, Mathematics Skills
Valério Neto, Luiz; Fontoura Junior, Paulo H. F.; Bordini, Rogério A.; Otsuka, Joice L.; Beder, Delano M. – Educational Technology & Society, 2019
In the last decade many studies have stated that learning based on digital games emerges as an effective way to combine teaching and learning processes with the attractiveness of digital technologies, because they are dynamic and playful. However, the vast majority of these digital resources -- such as educational games -- are still essentially…
Descriptors: Educational Games, Visual Impairments, Inclusion, Computer Games
Bart, William – Educational Technology, 2016
This article provides an examination of interrelationships among educational technology, creativity, and chess. It presents the argument that chess training fosters significant gains in scholastic achievement and cognitive ability. As a vital component in chess training programs, contemporary chess software such as Fritz serves as impressive…
Descriptors: Educational Technology, Creativity, Educational Games, Artificial Intelligence
Wang, J. H.; Chen, S. Y.; Chang, B.; Chan, T. W. – Journal of Computer Assisted Learning, 2016
Peer response is useful to improve student writing. However, traditional peer response takes a single mode, which has some problems, such as effort for preparation of documents or ambiguous feedback. To address these problems, this study presents two peer response approaches, that is, an integrative approach and a game-based integrative approach.…
Descriptors: Peer Evaluation, Feedback (Response), Writing Instruction, Writing Skills
Dissanayake, Sahan T. M.; Jacobson, Sarah A. – Journal of Economic Education, 2016
Some policies try to maximize net benefits by targeting different individuals to participate. This is difficult when costs and benefits of participation vary independently, such as in land conservation. The authors share a classroom game that explores cases in which minimizing costs may not maximize benefits and vice versa. The game is a…
Descriptors: Economics Education, Cost Effectiveness, Public Policy, Educational Games
Ke, Fengfeng; Xie, Kui; Xie, Ying – British Journal of Educational Technology, 2016
The promise of using games for learning is that play- and learning-engagement would occur cohesively as a whole to compose a highly motivated learning experience. Yet the conceptualization of such an integrative process in the development of play-based learning engagement is lacking. In this analytical paper, we explored and conceptualized the…
Descriptors: Educational Games, Learner Engagement, Play, Theory Practice Relationship

Peer reviewed
Direct link
