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van de Ven, M.; de Leeuw, L.; van Weerdenburg, M.; Steenbeek-Planting, E. G. – Journal of Computer Assisted Learning, 2017
This study examined the effects of an intervention with a multicomponent reading game on the development of reading skills in 60 Dutch primary school children with special educational needs. The game contains evidence-based reading exercises and is based on principles of applied gaming. Using a multiple baseline approach, we tested children's…
Descriptors: Foreign Countries, Early Intervention, Early Reading, Reading Instruction
Okanlawon, A. E.; Fakokunde, J. B.; Yusuf, F. A.; Abanikannda, M. O.; Oyelade, A. A. – International Journal of Education and Development using Information and Communication Technology, 2017
The popularity of games and their availability through both ICT and non ICT tools require the investigation of students' attitude towards the use in instructional delivery. The study therefore examined students' attitudes towards instructional games on peace education. A total of 360 students randomly selected from the six states forming the…
Descriptors: Educational Games, Peace, Teaching Methods, Student Attitudes
Owens, David – Journal of College Science Teaching, 2017
An introductory undergraduate biology laboratory session about vertebrate tissues was gamified to elucidate the effects of gameful learning on students' perceptions of their own learning and motivation. Student groups were randomly assigned a vertebrate tissue, including corresponding slides and content from the laboratory manual, and tasked with…
Descriptors: Introductory Courses, Undergraduate Study, College Science, Biology
Seaborn, Katie; Fels, Deborah I.; Bajko, Rob; Hodson, Jaigris – International Journal of Game-Based Learning, 2017
Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method of engaging learners in educational settings. However, there have been few comparisons of different kinds of courses and students, particularly in terms of discipline and content. Additionally, little work has reported on course…
Descriptors: Undergraduate Students, Educational Games, Multimedia Instruction, Multimedia Materials
Schutte, Anne R.; Keiser, Brian A.; Beattie, Heidi L. – Journal of Cognition and Development, 2017
This study examined whether attention to a location plays a role in the maintenance of locations in spatial working memory in young children as it does in adults. This study was the first to investigate whether distractors presented during the delay of a spatial working-memory task influenced young children's memory responses. Across 2…
Descriptors: Short Term Memory, Spatial Ability, Developmental Psychology, Young Children
Nadrah; Tolla, Ismail; Ali, Muhammad Sidin; Muris – International Education Studies, 2017
This research aims at describing the effect of cooperative learning model of Teams Games Tournament (TGT) and motivation toward physics learning outcome. This research was a quasi-experimental research with a factorial design conducted at SMAN 2 Makassar. Independent variables were learning models. They were cooperative learning model of TGT and…
Descriptors: Foreign Countries, Cooperative Learning, Models, Educational Games
Cardoso, Walcir; Rueb, Avery; Grimshaw, Jennica – Research-publishing.net, 2017
This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing…
Descriptors: Educational Games, Computer Games, Teaching Methods, Telecommunications
Sperling, Marko; Barwasser, Anne; Grünke, Matthias – Insights into Learning Disabilities, 2019
The ability to read is the gateway to success in modern knowledge-driven societies. Thus, it is vital to make sure that no child is left behind in his or her endeavor to acquire the cognitive processes needed to understand age-appropriate texts. One significant milestone on the way to reach proficiency in this respect is memorization of certain…
Descriptors: Intervention, Word Recognition, Reading Fluency, Learning Disabilities
Becnel, Kim, Ed. – IGI Global, 2019
The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Rimanelli, Marco; Gurba, Krzysztof – International Association for Development of the Information Society, 2019
Among recent e-Learning Pedagogical Strategies, gaming and crisis-simulation games are increasingly used in recent years in university-learning and Blended-courses as an out-of-context effective tool for role-playing and education, especially in Law Schools and Business Schools. Gaming covers several sub-fields (war-games; Law School Mock-Trials;…
Descriptors: Electronic Learning, Social Integration, Teaching Methods, Role Playing
Konzett, Carmen – Novitas-ROYAL (Research on Youth and Language), 2015
This paper describes how a small group of students in a foreign language classroom manage the interactional task of orally assessing the correctness of verb forms while playing a board game aimed at revising verb conjugation. In their interaction, the students orient to the institutional context of this activity as a language learning exercise by…
Descriptors: Oral Language, Second Language Instruction, Educational Games, Grammar
Eckardt, Gordon; Selen, Willem; Wynder, Monte – e-Journal of Business Education and Scholarship of Teaching, 2015
Business simulations are a powerful way to provide experiential learning that is focussed, controlled, and concentrated. Inherent in any simulation, however, are numerous assumptions that determine feedback, and hence the lessons learnt. In this conceptual paper we describe some common cost assumptions that are implicit in simulation design and…
Descriptors: Business Administration Education, Simulation, Educational Games, Teaching Methods
Kerr, Deirdre – Journal of Educational Data Mining, 2015
This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students…
Descriptors: Information Retrieval, Data Analysis, Video Games, Educational Games
Vieyra, Rebecca; Edwards, Teon; Rowe, Elizabeth; Asbell-Clarke, Jodi – Science Teacher, 2015
Gaming is becoming an effective form of learning and assessment and shouldn't be overlooked in an increasingly technological world. The games described in this article ("Impulse," "Quantum Spectre," and "Ravenous"), entertaining enough to be played by the general public, are also appropriate and useful in a classroom…
Descriptors: Science Instruction, Science Education, Play, Educational Games
The Pedagogical Application of Alternate Reality Games: Using Game-Based Learning to Revisit History
Lynch, Ronan; Mallon, Bride; Connolly, Cornelia – International Journal of Game-Based Learning, 2015
The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods

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