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Squire, Nikki Marie – ProQuest LLC, 2018
Using active learning strategies, such as games, can make a positive impact on how students learn, how they process and retain information, and how they interact with digital media. This quantitative comparative research study examined differences among online freshman students' posttest information literacy (IL) summative scores comparing…
Descriptors: Comparative Analysis, Active Learning, Learning Strategies, Statistical Analysis
Berezenko, Viktoriia – Advanced Education, 2019
The article is devoted to the problems of foreign language education in linguistic universities, namely to acquiring the pragmatic competence by students. The research questions whether EFL learners are pragmatically competent in using language in a certain communicative situation. The experimental teaching session proves that the special research…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, English (Second Language)
Moy, Brendan; Renshaw, Ian; Davids, Keith; Brymer, Eric – Physical Education and Sport Pedagogy, 2019
Background: In recent years, there has been considerable interest in the evolution of physical education teaching practice from a traditional "teacher-centred approach" to a "student-centred approach." Consequently, research has focused on questions about the changing conceptions of the teaching and learning process, that is,…
Descriptors: Teaching Methods, Physical Education Teachers, Learning Processes, Student Centered Learning
Rautela, Renuka; Singh, Nandini Chatterjee – Childhood Education, 2019
In this article, the authors propose a problem-based approach to education that enables learners to build critical consciousness to drive "active citizenship"; develops their abilities to frame their identities; and empowers them to critically question any systemic, cultural, and physical manifestations of exclusion and marginalization.…
Descriptors: Neurosciences, Teaching Methods, Educational Philosophy, Sustainable Development
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Bryant, Brian R.; Bryant, Diane Pedrotty; Porterfield, Jennifer; Dennis, Minyi Shih; Falcomata, Terry; Valentine, Courtney; Brewer, Chelsea; Bell, Kathy – Journal of Learning Disabilities, 2016
The purpose of this study was to determine the effectiveness of a systematic, explicit, intensive Tier 3 (tertiary) intervention on the mathematics performance of students in second grade with severe mathematics difficulties. A multiple-baseline design across groups of participants showed improved mathematics performance on number and operations…
Descriptors: Intervention, Mathematics Achievement, Grade 2, Elementary School Students
Denham, André R.; Mayben, Robert; Boman, Terri – TechTrends: Linking Research and Practice to Improve Learning, 2016
In the past 15 to 20 years there has been an increased interest in the use of games for learning. A considerable amount of work has already been done by educational researchers and theorists (Gee, Squire, Malone, Lepper, Shaffer, etc.) to identify and to operationalize the native affordances of games that make them good for learning. Unfortunately…
Descriptors: Elementary Secondary Education, Educational Games, Computer Software, Computer Uses in Education
Franetovic, Marija – Journal of Educational Multimedia and Hypermedia, 2016
This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…
Descriptors: Educational Games, Instructional Design, Student Developed Materials, Computer Simulation
Butler, Clare – Accounting Education, 2016
This paper describes the development of the Probability Evaluation Game (PEG): an innovative teaching instrument that emphasises the sophistication of listening and highlights listening as a key skill for accounting practitioners. Whilst in a roundtable format, playing PEG involves participants individually evaluating a series of probability terms…
Descriptors: Accounting, Probability, Educational Games, Listening Skills
Høiseth, Marikken; Hopperstad, Marit Holm – Child Care in Practice, 2016
This study explores how toddlers and caregivers make meaning with an interactive healthcare game on a tablet during medical treatment. The data material consists of video recordings of six nebuliser treatments of two children. Using a social semiotic perspective and a multimodal analysis, the study identifies how children and caregivers make…
Descriptors: Toddlers, Medical Services, Health Services, Caregiver Child Relationship
Stagg, Bethan C.; Donkin, Maria E. – Journal of Biological Education, 2016
Most beginners are introduced to plant diversity through identification keys, which develop differentiation skills but not species memorisation. We propose that mnemonics, memorable "name clues" linking a species name with morphological characters, are a complementary learning tool for promoting species memorisation. In the first of two…
Descriptors: Teaching Methods, Mnemonics, Plants (Botany), Memorization
Rowe, Elizabeth; Eagle, Michael; Hicks, Drew – International Educational Data Mining Society, 2016
Building on prior work visualizing player behavior using interaction networks [1], we examined whether measures of implicit science learning collected during gameplay were significantly related to changes in external pre-post assessments of the same constructs. As part of a national implementation study, we collected data from 329 high school…
Descriptors: Incidental Learning, Educational Games, Scientific Concepts, Optics
Oliveri, María Elena; Khan, Saad – Measurement: Interdisciplinary Research and Perspectives, 2014
María Oliveri, and Saad Khan write that the article: "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" provided helpful illustrations regarding the implementation of evidence-centered assessment design (Mislevy & Haertel, 2006; Mislevy, Steinberg, & Almond, 1999) with games and simulations.…
Descriptors: Task Analysis, Models, Educational Assessment, Word Problems (Mathematics)
Graf, Edith Aurora – Measurement: Interdisciplinary Research and Perspectives, 2014
In "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games," Almond, Kim, Velasquez, and Shute have prepared a thought-provoking piece contrasting the roles of task model variables in a traditional assessment of mathematics word problems to their roles in "Newton's Playground," a game designed…
Descriptors: Task Analysis, Models, Educational Games, Word Problems (Mathematics)

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