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Pappa, Giouli; Papadima-Sophocleous, Salomi – Research-publishing.net, 2018
"Serious Games [SGs] are applications combining educational content with gameplay by integrating learning objectives into a game-like environment" (Thillainathan & Leimeister, 2014, p. 1). However, they have not been used much in language teacher education and training (Ulicsak, 2010). This paper describes the design of…
Descriptors: Educational Games, Second Language Learning, Computer Assisted Instruction, Creative Writing
Zhang, Ruofei; Zou, Di; Xie, Haoran; Au, Oliver Tat Sheung; Wang, Fu Lee – Knowledge Management & E-Learning, 2020
This study presents a systematic review of previous research on ebook-based language learning. E-book-based language learning has been increasingly investigated in the field of language education, whereas previous review studies of relevant literature were relatively low in volume and incomprehensive from aspects of research participants and…
Descriptors: Second Language Learning, English (Second Language), Electronic Learning, Handheld Devices
Berland, Matthew; Duncan, Sean – Educational Technology, 2016
Surprisingly few empirical studies address how computational thinking works "in the wild" or how games and simulations can support developing computational thinking skills. In this article, the authors report results from a study of computational thinking (CT) as evinced through player discussions around the collaborative board game…
Descriptors: Educational Games, Play, Computation, Cooperative Learning
Vahed, A.; McKenna, S.; Singh, S. – Higher Education: The International Journal of Higher Education Research, 2016
This paper responds to Muller's notions of "knowing-that" and "knowing how". The paper addresses how educational interventions that are designed in line with targeted discipline-specific subjects can enhance the balance between professional practice and disciplinary knowledge in professionally accredited programmes at…
Descriptors: Foreign Countries, Educational Games, Computer Games, Dentistry
Bridge, Dave – Journal of Political Science Education, 2016
With so many role-playing simulations already in the political science education literature, the recent repeated calls for new games is both timely and appropriate. This article answers and extends those calls by advocating the creation of probabilistic games using Microsoft Excel. I introduce the example of the Stag Hunt Game--a short, effective,…
Descriptors: Spreadsheets, Educational Games, Probability, Role Playing
Vanden Heuvel, Andrew – Physics Teacher, 2016
We describe an analysis of the conservation of momentum in the video game Osmos, which demonstrates that the potential of video game analysis extends far beyond kinematics. This analysis can serve as the basis of an inquiry momentum lab that combines interesting derivations, video-based data collection, and insights into the subtle decisions that…
Descriptors: Science Instruction, Physics, Motion, Video Games
Sarkar, Sourish; Kumar, Sanjay – Decision Sciences Journal of Innovative Education, 2016
This article describes a classroom tool to teach the impact of supply chain disruptions and mitigation strategies based on information sharing and collaboration. The tool is an adaptation of the Beer Distribution Game, is easy to play, and can be hosted online or on local servers. The game considers several scenarios based on the location of the…
Descriptors: Educational Games, Computer Games, Distributive Education, Classroom Techniques
Dolenc, Nathan; Wood, Aja; Washburn, Megan; Batson, Yarden; Fan, Brittany; Dickens, Victoria; Armstrong, Shannon – Science and Children, 2016
Role-play has been shown to increase student engagement and improve the overall classroom environment. When used effectively, role-play can transform a task or assignment to appear more like play than work. In this four-part lesson, role-play was used as a teaching strategy to engage students in learning the science and application of several…
Descriptors: Science Activities, Science Instruction, Class Activities, Role Playing
Conati, Cristina; Gutica, Mirela – International Journal of Artificial Intelligence in Education, 2016
We present the results of a study that explored the emotions experienced by students during interaction with an educational game for math (Heroes of Math Island). Starting from emotion frameworks in affective computing and education, we considered a larger set of emotions than in related research. For emotion labeling, we started from a standard…
Descriptors: Educational Games, Emotional Response, Evaluators, Interrater Reliability
Young, Lanee – Mathematics Teaching in the Middle School, 2016
Research shows that playing games in the classroom improves students' attitudes toward mathematics, increases motivation to practice skills inside and outside the classroom, and increases learning by encouraging students of all levels to participate. Rutherford asserts that playing games encourages strategic mathematical thinking and supports…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Toys
Lorenzutti, Nico – English Teaching Forum, 2016
Games offer more than just fun and play, and the analyses suggest that varying vocabulary activities is important if learners are to practice all the aspects of word knowledge. However, despite all the evidence, just claiming that playing games is a good way to practice the language is often not enough to win the argument. Because author Nico…
Descriptors: Vocabulary, Educational Games, Teaching Methods, Vocabulary Development
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Clark Aldrich is the founder and Managing Partner of Clark Aldrich Designs, and is known as a global education visionary, industry analyst, and speaker. In this interview, he responds to questions about his ideas, his work, and his theories.
Descriptors: Educational Technology, Educational Games, Computer Simulation, Computer Games
Building a Better Mousetrap: How Design-Based Research Was Used to Improve Homemade PowerPoint Games
Siko, Jason P.; Barbour, Michael K. – TechTrends: Linking Research and Practice to Improve Learning, 2016
This paper is a review of a three-cycle, design-based research study that explored the relationship between the pedagogical research and the actual implementation of a game design project using Microsoft PowerPoint. Much of the initial literature on using homemade PowerPoint games showed no significant improvement in test scores when students…
Descriptors: Design, Visual Aids, Computer Software, Teaching Methods
Mowling, Claire M.; Martin, Ellen H. – Journal of Physical Education, Recreation & Dance, 2016
The purpose of this article is to describe a hybrid model designed to assist in developing students as their own best individual and peer coaches. As students interact with the content through a hands-on approach, they are able to develop higher-order thinking skills by analyzing and evaluating skill performance using a games-centered approach.…
Descriptors: Thinking Skills, Coaching (Performance), Physical Education, Models
Ott, Kate – American Journal of Sexuality Education, 2016
When seeking a more nuanced understanding of sexuality, participants can benefit from hands-on activities that provide experience with the limitation of descriptors and social shaping of definitions. In many sexuality education contexts, participants enter the learning environment with a narrow definition of sexuality. The following game provides…
Descriptors: Sexuality, Learning Activities, Sex Education, Teaching Methods

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