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Chubarkova, Elena V.; Sadchikov, Ilya A.; Suslova, Irina A.; Tsaregorodtsev, Andrey ?.; Milova, Larisa N. – International Journal of Environmental and Science Education, 2016
Article actuality based on fact that existing knowledge system aimed at future professional life of students: a skillful use game activity in educational process will teach students to look for alternative ways solving of real problems. The purpose of article lies in theoretical substantiation, development and testing of criteria, which must be…
Descriptors: Educational Games, Artificial Intelligence, Computer Software, Technology Uses in Education
Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia – IEEE Transactions on Learning Technologies, 2016
This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…
Descriptors: Educational Games, Computer Games, Artificial Intelligence, Student Attitudes
Svechkarev, Denis; Grygorovych, Oleksiy V. – Journal of Chemical Education, 2016
With more than 20 years of history, the Tournament of Young Chemists is an innovative, cross-disciplinary competition that promulgates the everyday life of scientists into the classrooms and on the contest stage. Original, open-type problems, unrestricted access to scientific data sources, and personal interaction with researchers from different…
Descriptors: Foreign Countries, Chemistry, Role Playing, Teaching Methods
Jan, Mingfong; Gaydos, Matthew – Educational Technology, 2016
This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…
Descriptors: Educational Practices, Educational Research, Educational Games, Learning Strategies
Akkuzu, Nalan; Uyulgan, Melis Arzu – International Journal of Higher Education, 2016
In this research, for an effective learning of concepts in the scope of functional groups in organic chemistry, it has been developed as "Organic Chemistry Taboo (OrCheTaboo)" which is an educational activity by the researchers. The aim of this study is to analyze the effect of the game OrCheTaboo on learning of concepts related to…
Descriptors: Organic Chemistry, Science Instruction, Instructional Effectiveness, Educational Games
Tsekleves, Emmanuel; Cosmas, John; Aggoun, Amar – British Journal of Educational Technology, 2016
Serious games and game-based learning have received increased attention in recent years as an adjunct to teaching and learning material. This has been well echoed in the literature with numerous articles on the use of games and game theory in education. Despite this, no policy for the incorporation of serious games in education exists to date.…
Descriptors: Barriers, Program Implementation, Educational Games, Stakeholders
Brom, Cyril; Šisler, Vít; Slussareff, Michaela; Selmbacherová, Tereza; Hlávka, Zdenek – International Journal of Computer-Supported Collaborative Learning, 2016
Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between…
Descriptors: Role Playing, Computer Games, Educational Games, Comparative Analysis
Middaugh, Ellen – Democracy & Education, 2016
This response considers the role of video games in promoting the social and emotional aspects of civic education and engagement. Specifically, it discusses how design choices in iCivics and video games generally may impact students' emotional responses to issues and other people, sense of internal efficacy, and social connectedness. [For "The…
Descriptors: Video Games, Educational Games, Civics, Citizenship Education
Moores, Trevor T. – Journal of Information Systems Education, 2016
The aim of this paper is to provide sufficient detail that other members of the IS community can incorporate the business game "Flowers for the World" (or FFTW for short) into their IS teaching portfolio. The game promotes experiential (active) learning and has been used to support discussions or project work in such diverse subjects as…
Descriptors: Information Systems, Educational Games, Business, Teaching Methods
McManis, Perry, W.; McManis, Mark, H. – Online Submission, 2016
The purpose of this analysis was to investigate the validity of skill groupings in an instructional technology learning system designed for use by children in early childhood education classrooms. A Principal Component Analysis was performed to measure the fit of 18 skill games to their 5 assigned groupings in the system, covering a range of…
Descriptors: Validity, Vertical Organization, Computer Assisted Instruction, Preschool Children
Malkiewich, Laura; Baker, Ryan S.; Shute, Valerie; Kai, Shimin; Paquette, Luc – International Educational Data Mining Society, 2016
Educational games have become hugely popular, and educational data mining has been used to predict student performance in the context of these games. However, models built on student behavior in educational games rarely differentiate between the types of problem solving that students employ and fail to address how efficacious student problem…
Descriptors: Classification, Problem Solving, Educational Games, Models
Cetin-Dindar, Ayla; Boz, Yezdan; Sonmez, Demet Yildiran; Celep, Nilgun Demirci – Chemistry Education Research and Practice, 2018
In this study, a mixed-method design was employed to investigate pre-service chemistry teachers' Technological Pedagogical Content Knowledge (TPACK) development. For effective technology integration in instruction, knowledge about technology is not enough; teachers should have different knowledge types which are content, pedagogical, and…
Descriptors: Pedagogical Content Knowledge, Science Teachers, Chemistry, Technological Literacy
Yasin, Alifa Irna; Prima, Eka Cahya; Sholihin, Hayat – Journal of Science Learning, 2018
The STEM is an interdisciplinary approach provided learning atmosphere where students can use science, technology, engineering and math in daily life. The aim of the STEM is educating the students to be STEM Literate. This research goal was to implement STEM learning on electricity using Arduino-Android Game based experiment to 8th-grade students.…
Descriptors: Science Instruction, STEM Education, Scientific Literacy, Educational Games
Colautti, Laura; Baldassini, Davide; Colombo, Vera; Mottura, Stefano; Sacco, Marco; Sozzi, Matteo; Corbo, Massimo; Rusconi, Maria Luisa; Antonietti, Alessandro – British Journal of Educational Technology, 2018
An exploratory study aimed at testing CREC, a training programme designed for people with cognitive impairments caused by a stroke, is reported. The goal of the programme is to improve flexibility in thinking through a creative approach based on everyday problems. The programme includes two Serious Games (SGs) developed ad hoc, dealing with the…
Descriptors: Training, Program Effectiveness, Outcomes of Treatment, Educational Games
Sanchez-Martin, Jesus; Cañada-Cañada, Florentina; Dávila-Acedo, María Antonia – Journal of Technology and Science Education, 2018
The current work tries to inquiry how different teaching methods affect on the student's emotional performance. The traditional questionnaire for data collection has been replaced by in-situ, on-line-assisted, survey. This instrument was continuously applied over the course of 17 General Science lessons. The experiment involved 120 prospective…
Descriptors: Teacher Education Programs, Preservice Teachers, Science Instruction, Emotional Response

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