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Chang, Chiung-sui; Huang, Ya-Ping – International Association for Development of the Information Society, 2013
To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…
Descriptors: Usability, Computer Simulation, Computer Games, Heuristics
Students' Perceptions of the Learning Environment and Attitudes in Game-Based Mathematics Classrooms
Afari, Ernest; Aldridge, Jill M.; Fraser, Barry J.; Khine, Myint Swe – Learning Environments Research, 2013
We investigated whether the introduction of games into college-level mathematics classes in the United Arab Emirates (UAE) was effective in terms of improving students' perceptions of the learning environment and their attitudes towards of mathematics. A pre-post design involved the administration of English and Arabic versions of two surveys (one…
Descriptors: Foreign Countries, College Instruction, College Students, Instructional Effectiveness
Bartels, Elizabeth; McCown, Margaret; Wilkie, Timothy – Simulation & Gaming, 2013
Attentiveness to and transparency about the methodological implications of the level of analysis selected for peace and conflict exercises constitute essential elements of good game design. The article explores the impact of level of analysis choices in the context of two key portions of exercises, scenario construction and role specification. It…
Descriptors: Social Sciences, Conflict, Role Theory, Vignettes
Ewais, Ahmed; De Troyer, Olga – International Journal of Virtual and Personal Learning Environments, 2014
The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the…
Descriptors: Virtual Classrooms, Computer Simulation, Questionnaires, Electronic Learning
Shah, Mamta; Foster, Aroutis – International Journal of Virtual and Personal Learning Environments, 2014
There is a paucity of research frameworks that focus on aiding game selection and use, analyzing the game as a holistic system, and studying learner experiences in games. There is a need for frameworks that provide a lens for understanding learning experiences afforded in digital games and facilitating knowledge construction and motivation to…
Descriptors: Inquiry, Qualitative Research, Interviews, Observation
Melero, Javier; Hernandez-Leo, Davinia – Educational Technology & Society, 2014
Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…
Descriptors: Educational Technology, Educational Games, Puzzles, Teaching Methods
An Effective Method of Introducing the Periodic Table as a Crossword Puzzle at the High School Level
Joag, Sushama D. – Journal of Chemical Education, 2014
A simple method to introduce the modern periodic table of elements at the high school level as a game of solving a crossword puzzle is presented here. A survey to test the effectiveness of this new method relative to the conventional method, involving use of a wall-mounted chart of the periodic table, was conducted on a convenience sample. This…
Descriptors: Puzzles, Secondary School Science, Chemistry, Teaching Methods
Eseryel, Deniz; Law, Victor; Ifenthaler, Dirk; Ge, Xun; Miller, Raymond – Educational Technology & Society, 2014
Digital game-based learning, especially massively multiplayer online games, has been touted for its potential to promote student motivation and complex problem-solving competency development. However, current evidence is limited to anecdotal studies. The purpose of this empirical investigation is to examine the complex interplay between learners'…
Descriptors: Correlation, Teaching Methods, Computer Games, Learner Engagement
Hance, Trevor – Science and Children, 2014
Designing opportunities for students to discover core science concepts can be challenging, however, with a good understanding of their interests, proper planning, and the use of technology and the outdoors, students can become engaged in a way that can leave a legacy for future students. Last fall, this author designed a nine-session unit for a…
Descriptors: Science Instruction, Scientific Concepts, Teaching Methods, Grade 4
Emenaker, Ryan – Journal of Political Science Education, 2014
"Pin-the-Tail-on-the-Constitution" is an engaged-learning activity that has been conducted in 26 classes over the past four years. The activity teaches multiple themes commonly included in a variety of courses on American politics such as federalism, congressional powers, the role of the federal courts, and the relevance of the commerce…
Descriptors: Political Science, College Students, Educational Games, Legislators
Redding, Sam – Center on Innovations in Learning, Temple University, 2014
Personal competencies--cognitive, metacognitive, motivational, and social/emotional--are applied by students in learning (mastery of knowledge and skills). These competencies are both acquired through learning and applied in the learning process. Personalized learning--a promising approach to education made practical by advances in…
Descriptors: Competence, Mastery Learning, Individualized Instruction, Learner Controlled Instruction
Meyer, Michael – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
This paper focuses on an inferential view on introducing new concepts in mathematics classrooms. A theoretical framework is presented which helps to analyse and reflect on the processes of teaching and learning mathematical concepts. The framework is based on the philosophies by Ludwig Wittgenstein and Robert Brandom. Wittgenstein's language-game…
Descriptors: Inferences, Mathematical Concepts, Concept Formation, Teaching Methods
Smith, Jean Louise M.; Doabler, Christian T.; Kame'enui, Edward J. – TEACHING Exceptional Children, 2016
As the call for evidence-based programs and practices heightens (e.g., the Every Student Succeeds Act), there is little doubt about the urgency to bring solid research into the classroom. Implementing findings generated from rigorous research continues to be a viable, trustworthy, and necessary factor in preventing and addressing learning…
Descriptors: Disabilities, Special Education, Evidence Based Practice, Educational Practices
Jourdain, Laura; Sharma, Sashi – Waikato Journal of Education, 2016
Traditionally, the difficulties associated with mathematics were largely seen as coming from the cognitive demands of mathematics itself. It is now accepted that language and mathematics are connected in mathematics learning and teaching, and, the potential challenges of language in mathematics have been investigated by a number of researchers.…
Descriptors: Mathematics Instruction, Language of Instruction, Teaching Methods, Barriers
Elson, Raymond J.; Ostapski, S. Andrew; O'Callaghan, Susanne; Walker, John P. – Journal of Instructional Pedagogies, 2012
Nontraditional teaching aids such as crossword puzzles have been successfully used in the classroom to enhance student learning. Government and nonprofit accounting is a confusing course for students since it has strange terminologies and contradicts the accounting concepts learned in other courses. As such, it is an ideal course for a…
Descriptors: Accounting, Puzzles, Educational Games, Pilot Projects

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