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Resul Butuner; Yusuf Uzun – Journal of Education in Science, Environment and Health, 2025
The poles are recognized as the northernmost and southernmost points on Earth. These extremes are defined differently in terms of cartography, magnetism, geography, and the polar star. In Turkey, numerous activities have been carried out concerning the polar regions, such as the establishment of a scientific research camp and meteorological…
Descriptors: Science Education, Animals, Middle School Students, Geographic Regions
Shu-Wei Liu; Hung-Yu Chan; Huei-Tse Hou – Educational Technology Research and Development, 2025
The current monument guide teaching has proven to have many challenges, as the learning effectiveness may be reduced by external interference in the real guide activities, and online approaches may cause the problem of insufficient interaction. This study integrated role-playing and multi-dimensional scaffolding theories to develop a remote…
Descriptors: Role Playing, Computer Games, Educational Games, Scaffolding (Teaching Technique)
Iago Rodrigues Agualuza; Silvana Morita Melo; Lina Garcés; Vânia de Oliveira Neves – Informatics in Education, 2025
Modern software companies prioritize high-quality products for competitiveness, and Software Process Improvement (SPI) models help achieve this. In Brazil, the Brazilian Software Process Improvement Model ("MPS-SW" model) is widely used, but its complexity and extensive documentation make it challenging to teach in undergraduate courses.…
Descriptors: Educational Games, Teaching Methods, Computer Science Education, Computer Software
McClough, David – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2021
Board games are enjoying increased popularity with thousands of new games introduced annually. The most popular mechanical element of board games is rolling dice and economic topics rank in the top three most common board game themes. The dice game Left, Center, Right employs dice and is easy to learn. This essay presents a variety of social…
Descriptors: Game Based Learning, Social Studies, Teaching Methods, Educational Games
Gözüm, Ali Ibrahim Can; Kandir, Adalet – Education and Information Technologies, 2021
The aim of this study is to examine mediations of parents who make digital games played by 60-72 months old children accessible, and the contents of the digital games played by children educationally. In this research the convergent parallel mixed research method that include both qualitative and quantitative research methods was used. The study…
Descriptors: Preschool Children, Computer Games, Educational Games, Parenting Styles
Javora, Ondrej; Dechterenko, Filip; Tetourová, Tereza; Volná, Kristina; Brom, Cyril – Journal of Computer Assisted Learning, 2021
The instructional effects of customization features in child learning games have rarely been examined. This value-added study addresses the existing gap with regards to user-initiated cosmetic customization of environment elements (i.e., non-avatar customization). Participants (N = 143; M[subscript age] = 9.41) studied a biological topic for about…
Descriptors: Educational Games, Computer Games, Elementary School Students, Instructional Design
Matthew Gaydos – International Journal of Designs for Learning, 2021
Over the past 15 years, various government agencies in Singapore have supported educational game development and research, producing multiple digital games (e.g., "Legends of Alkhemia," "Statecraft X"), and non-digital games (e.g., "Green City Blues," "Money Matters"). Although these games had been…
Descriptors: Educational Games, Design, Foreign Countries, Game Based Learning
Knezek, Gerald; Gibson, David; Christensen, Rhonda; Trevisan, Ottavia; Carter, Morgan – British Journal of Educational Technology, 2023
This article reports on a trace-based assessment of approaches to learning used by middle school aged children who interacted with NASA Mars Mission science, technology, engineering and mathematics (STEM) games in "Whyville," an online game environment with 8 million registered young learners. The learning objectives of two games…
Descriptors: Learning Analytics, Nonparametric Statistics, Multidimensional Scaling, STEM Education
Arayapisit, Tawepong; Pojmonpiti, Dittakul; Dansirisomboon, Karn; Jitverananrangsri, Kittikorn; Poosontipong, Donaya; Sipiyaruk, Kawin – Anatomical Sciences Education, 2023
Odontogenic orofacial space infection is an important topic in the dental curriculum. However, dental students do encounter difficulties in identifying the patterns of odontogenic infection spreading through fascial spaces. The implementation of game concepts might allow them to actively learn this topic by engagement. This research aimed to…
Descriptors: Educational Games, Anatomy, Dental Schools, Dentistry
Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
Soheilan, Sepideh S.; Shaffer, Katharine S.; Schoepf, El H.; Eyssell, Kristen M.; Farley, Sally D. – Journal of Campus Activities Practice and Scholarship, 2023
College students are reflective of a culturally diverse population and hold a wide range of cultural identities. As such, faculty and campus activities professionals alike, are constantly striving to meet the needs of an increasingly diverse student population. Socioeconomic status (SES) and social class are cultural variables that need more…
Descriptors: Psychological Patterns, Social Systems, Bias, Power Structure
Dervent, Fatih; Li, Weidong; Nayir, Nazim; Devrilmez, Erhan – Journal of Teaching in Physical Education, 2023
Purpose: To examine the effects of the Situated Game Teaching through Set Plays (SGTSP) curricular model on secondary school students' soccer skills and game performance during a 10-lesson unit. Methods: A quasi-experimental design with/without a repeated measure was used to examine the effectiveness of the SGTSP model in comparison with a…
Descriptors: Physical Education, Team Sports, Middle School Students, Educational Games
Horwitz, Paul; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Wiebe, Eric; Lester, James – Technology, Knowledge and Learning, 2023
Studies of educational games often treat them as "black boxes" (Black and Wiliam in Phi Delta Kappan 80: 139-48, 1998; Buckley et al. in Int J LearnTechnol 5:166-190, 2010; Buckley et al. in J Sci Educ Technol 13: 23-41, 2010) and measure their effectiveness by exposing a treatment group of students to the game and comparing their…
Descriptors: Educational Games, Genetics, Middle School Students, High School Students
Chen, C.-C.; Crews, D. – International Journal of Kinesiology in Higher Education, 2023
Neural and behavioral evidence has indicated that video games and mental training can enhance motor skills and attentional stability. The purpose of this study is to investigate the acute effect of a single session of cognitive game training on electroencephalography (EEG) activity and golf putting performance (10, 12 ft putts). A total of twelve…
Descriptors: Brain Hemisphere Functions, Brain, Cognitive Development, Video Games
Alonso-Fernández, Cristina; Calvo-Morata, Antonio; Freire, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Interactive Learning Environments, 2023
Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game's effectiveness to increase…
Descriptors: Educational Games, Learning Analytics, Game Based Learning, Computer Mediated Communication

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