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Xhembulla, Jetmir; Rubino, Irene; Barberis, Claudia; Malnati, Giovanni – International Association for Development of the Information Society, 2014
The use of portable devices to explore informal learning environments has recently exposed museums to a mobile learning (m-learning) scenario. In particular, location-based mobile applications that take into account not only a specific physical venue, but also the personal and social context can be valuable resources to enhance the visitor…
Descriptors: Telecommunications, Handheld Devices, Educational Games, Museums
Jacobson, Jeffery – International Journal of Virtual and Personal Learning Environments, 2013
In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome…
Descriptors: Educational Games, Computer Games, Video Technology, Visual Aids
Brown, Damian – International Journal of Game-Based Learning, 2013
Serious gaming for health benefits is moving out of the realm of being potentially interesting, and the authors are starting to see a growing maturity in the field. This study of six serious gaming projects based either wholly or partly in Denmark investigates the changes taking place in the healthcare area based on experiences with serious gaming…
Descriptors: Barriers, Foreign Countries, Health, Educational Games
Miralles, Laura; Moran, Paloma; Dopico, Eduardo; Garcia-Vazquez, Eva – Biochemistry and Molecular Biology Education, 2013
Evolution is a main concept in biology, but not many students understand how it works. In this article we introduce the game "DNA Re-EvolutioN" as an active learning tool that uses genetic concepts (DNA structure, transcription and translation, mutations, natural selection, etc.) as playing rules. Students will learn about molecular…
Descriptors: Evolution, Molecular Biology, Science Instruction, Educational Games
Buche, Mari W. – Journal of Information Systems Education, 2013
Collaboration is an important aspect of information systems (IS) education since work is typically performed in teams. However, IS students often do not fully appreciate the value of group work in their business courses. This teaching tip describes an activity that will objectively demonstrate the value of collaboration and diversity of…
Descriptors: Educational Games, Cooperative Learning, Teamwork, Undergraduate Students
Tong, Cherng Luen; Leong, Yew Hoong; Quek, Khiok Seng – Mathematics Education Research Group of Australasia, 2013
A common area of difficulty and frustration for low achieving students is the operations involving negative numbers. The main objective of our innovations in this area with two classes of Year 7 low achieving students was to develop positive feelings towards mathematics, in particular of an appreciation for the "reasonableness" and clear…
Descriptors: Low Achievement, Mathematics Instruction, Grade 7, Foreign Countries
Gibson, David; Clarke-Midura, Jody – International Association for Development of the Information Society, 2013
The rise of digital game and simulation-based learning applications has led to new approaches in educational measurement that take account of patterns in time, high resolution paths of action, and clusters of virtual performance artifacts. The new approaches, which depart from traditional statistical analyses, include data mining, machine…
Descriptors: Psychometrics, Educational Games, Educational Research, Data Collection
Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B. – Journal of the Learning Sciences, 2015
How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…
Descriptors: Educational Games, Physics, Science Instruction, Technology Uses in Education
Tsiakara, Angeliki; Digelidis, Nikolaos – Early Child Development and Care, 2015
The aim of this research was to study the effect of learning environment and type of goals on: (a) preschool children's performance during a play, (b) preschool children's perception of their performance and (c) preschool children's satisfaction. Fifty-six preschool children (24 boys and 32 girls; M[subscript age]?=?5.5 years) took…
Descriptors: Preschool Children, Preschool Evaluation, Educational Environment, Performance Based Assessment
Jong, Morris S. Y. – Curriculum Journal, 2015
VISOLE (Virtual Interactive Student-Oriented Environment) is a teacher-facilitated pedagogical approach to integrating constructivist online game-based learning into formal curriculum teaching in school education. This paper reports a case study on the implementation of VISOLE in secondary Geography education. We compared the pedagogical…
Descriptors: Online Courses, Teaching Methods, Constructivism (Learning), Educational Games
Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun – Interactive Learning Environments, 2015
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Descriptors: Foreign Countries, Simulated Environment, Educational Games, History Instruction
Schaller, David T. – Journal of Museum Education, 2011
Museum games can be a powerful meaning-making experience for players, but only if we understand that what makes games fun is also what makes them meaningful. Renowned game designer Sid Meier ("Civilization", "Railroad Tycoon", "Pirates") famously defined a good game as "a series of interesting choices." What…
Descriptors: Museums, Educational Games, Tests, Selection
Franciosi, Stephan J.; Yagi, Junichi; Tomoshige, Yuuki; Ye, Suying – CALICO Journal, 2016
Recent studies have shown that simulation games may be useful tools for supporting foreign language education. However, much of this research has focused on games using 3D graphic technology, which entail technical requirements that may render them too complex for use in many educational contexts. Accordingly, we wanted to determine if less…
Descriptors: Vocabulary Development, Educational Games, Memory, Quasiexperimental Design
Stubbé, Hester; Badri, Aiman; Telford, Rebecca; van der Hulst, Anja; van Joolingen, Wouter – Electronic Journal of e-Learning, 2016
E-Learning Sudan (ELS) is a custom-built computer/tablet game that provides alternative learning opportunities to Sudanese children who are excluded from education. Unique in ELS is that children can learn mathematics, in their own remote village, without a teacher. This research study assessed the effectiveness of ELS in two pilots through a…
Descriptors: Foreign Countries, Access to Education, Mathematics Instruction, Rural Areas
Alstete, Jeffrey W.; Beutell, Nicholas J. – Quality Assurance in Education: An International Perspective, 2016
Purpose: The purpose of this paper is to contend that collegiate programs should carefully plan their capstone courses in light of the educational mission, pedagogical content knowledge, instructional techniques and delivery formats. Design/methodology/approach: This is a concept paper with elements of theory building from the case of business…
Descriptors: College Students, Business Administration Education, Teaching Methods, Delivery Systems

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