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Labus, A.; Despotovic-Zrakic, M.; Radenkovic, B.; Bogdanovic, Z.; Radenkovic, M. – Journal of Computer Assisted Learning, 2015
This paper reports on the investigation of the possibilities of enhancing the formal e-learning process by harnessing the potential of informal game-based learning on social networks. The goal of the research is to improve the outcomes of the formal learning process through the design and implementation of an educational game on a social network…
Descriptors: Electronic Learning, Learning Processes, Social Networks, Educational Games
Kozdras, Deborah; Joseph, Christine; Schneider, Jenifer Jasinski – Reading Teacher, 2015
In this article, we describe how literacy strategies can be adapted for playing (and reading) video games--games that embed disciplinary content in multimedia texts. Using close viewing and guided playing strategies with online games and simulations, we share ideas for helping students navigate and comprehend multimedia texts in order to learn…
Descriptors: Reading Instruction, Video Games, Multimedia Materials, Educational Games
Raftery, Brian; Santos, Jennifer – Journal of Instructional Research, 2015
Based on our own experiences teaching grammar in developmental writing classes and classes not dedicated to writing instruction, along with a history of scholarship that indicates a need for grammar pedagogies (e.g., Dougherty, 2012), instructor-designed grammar games can likely help facilitate learning about these mechanics of writing while…
Descriptors: Grammar, Accuracy, Educational Games, Teaching Methods
Patton, Cheryl M. – Journal of Instructional Research, 2015
Traditional higher education instruction involves an authoritarian educator who is charged with delivering information in lecture format to passive students. Within the past few decades, a new approach has gained popularity. Active learning allows the students to become more involved in their own learning. The educator becomes more of a…
Descriptors: Active Learning, College Instruction, Educational Research, Literature Reviews
Knudtson, Christopher A. – Journal of Chemical Education, 2015
Students in undergraduate organic chemistry courses are frequently overwhelmed by the volume and complexity of information they are expected to learn. To aid in students' learning of organic functional groups, a novel card game "ChemKarta" is reported that can serve as a useful alternative to flashcards. This pedagogy is a simple…
Descriptors: Undergraduate Students, Organic Chemistry, Educational Games, Instructional Materials
Ross, Cory – College Quarterly, 2015
There is no question that a thorough knowledge and understanding of the gross architecture of the human body underlies sound medical practice and, therefore, comprises an early curricular goal. Thus, the exploration of palpable human anatomy in the dissection laboratory addresses the pivotal goal of establishing a comprehension of the three…
Descriptors: Computer Simulation, Educational Games, Teaching Methods, Anatomy
Baratè, Adriano; Ludovico, Luca Andrea; Mangione, Giuseppina Rita; Rosa, Alessia – International Association for Development of the Information Society, 2015
In this work we will introduce the concept of "music coding," namely a new discipline that employs basic music activities and simplified languages to teach the computational way of thinking to musically-untrained children who attend the primary school. In this context, music represents both a mean and a goal: in fact, from one side…
Descriptors: Music Education, Elementary Education, Teaching Methods, Coding
Decker, Adrienne; Phelps, Andrew; Egert, Christopher A. – Educational Technology, 2017
This article explores the critical need to articulate computing as a creative discipline and the potential for gender and ethnic diversity that such efforts enable. By embracing a culture shift within the discipline and using games as a medium of discourse, we can engage students and faculty in a broader definition of computing. The transformative…
Descriptors: Computer Science Education, Creativity, Educational Games, Learner Engagement
Beserra, Vagner; Nussbaum, Miguel; Grass, Antonio – Interactive Learning Environments, 2017
When using educational video games, particularly drill-and-practice video games, there are several ways of providing an answer to a quiz. The majority of paper-based options can be classified as being either multiple-choice or constructed-response. Therefore, in the process of creating an educational drill-and-practice video game, one fundamental…
Descriptors: Multiple Choice Tests, Drills (Practice), Educational Games, Video Games
Craig-Hare, Jana; Ault, Marilyn; Rowland, Amber – Journal of Education in Science, Environment and Health, 2017
The purpose of this study was to investigate the types of argumentation discourse displayed by students when they engaged in chat as part of an online multiplayer game about both socioscientific and scientific topics. Specifically, this study analyzed discourse episodes created by middle school students as they discussed scientific and…
Descriptors: Middle School Students, Scientific Concepts, Scientific Literacy, Persuasive Discourse
Buckley, Patrick; Doyle, Elaine; Doyle, Shane – Educational Technology & Society, 2017
Gamification is presented in the literature as a pedagogical innovation that may increase student engagement and enhance learning. This study explores students' perceptions of a gamified learning intervention deployed in a large undergraduate module and a small postgraduate module. Given the dearth of previous empirical work, an exploratory…
Descriptors: Teaching Methods, Educational Games, Student Attitudes, Intervention
Stewart, Mary K.; Hagood, Danielle; Ching, Cynthia Carter – International Journal of Game-Based Learning, 2017
This article examines two communities of youth who play an online game that integrates physical activity into virtual game play. Participating youth from two research sites--an urban middle school and a suburban junior high school--wore FitBits that tracked their physical activity and then integrated their real-world energy into game-world…
Descriptors: Educational Games, Simulated Environment, Video Games, Urban Schools
Stansbury, Jessica A.; Earnest, David R. – Teaching of Psychology, 2017
Motivation and game research continue to demonstrate that the implementation of game design characteristics in the classroom can be engaging and intrinsically motivating. The present study assessed the extent to which an industrial organizational psychology course designed learning environment created with meaningful gamification elements can…
Descriptors: Industrial Psychology, Educational Games, Courses, Student Motivation
Chappell, Kerry; Walsh, Chris; Wren, Heather; Kenny, Karen; Schmoelz, Alexander; Stouraitis, Elias – International Journal of Game-Based Learning, 2017
This article interrogates how a particular conception of creativity: "wise humanising creativity" (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It reports on the outcomes of C[superscript 2]Learn, a three-year European Commission funded project which introduced innovative digital gaming…
Descriptors: Virtual Classrooms, Creativity, Computer Games, Educational Games
Kim, Heesung; Ke, Fengfeng; Paek, Insu – Technology, Pedagogy and Education, 2017
This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of…
Descriptors: Educational Games, Virtual Classrooms, Elementary School Students, Grade 4

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