Publication Date
| In 2026 | 0 |
| Since 2025 | 229 |
| Since 2022 (last 5 years) | 1201 |
| Since 2017 (last 10 years) | 2923 |
| Since 2007 (last 20 years) | 5044 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 1623 |
| Teachers | 991 |
| Students | 129 |
| Researchers | 89 |
| Parents | 78 |
| Media Staff | 23 |
| Administrators | 20 |
| Policymakers | 12 |
| Community | 9 |
| Counselors | 7 |
| Support Staff | 2 |
| More ▼ | |
Location
| Turkey | 176 |
| Taiwan | 158 |
| Australia | 150 |
| Canada | 105 |
| Spain | 86 |
| United Kingdom | 84 |
| China | 79 |
| Indonesia | 75 |
| Germany | 72 |
| California | 66 |
| Brazil | 61 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 11 |
| Meets WWC Standards with or without Reservations | 19 |
| Does not meet standards | 6 |
Peer reviewedOdenweller, Cynthia M.; Hsu, Christopher T.; DiCarlo, Stephen E. – Advances in Physiology Education, 1998
Presents the rules for two educational card-games that provide an opportunity to integrate, analyze, and interpret basic concepts in gastrointestinal physiology. Enhances students' abilities to apply and synthesize. (DDR)
Descriptors: Educational Games, Higher Education, Physiology
Peer reviewedMorton, Paula G.; Tarvin, Leslie – Journal of Continuing Education in Nursing, 2001
Describes an educational game for nurses involving questions related to pain assessment and management and the standards of the Joint Commission on Accreditation of Health Care Organizations. (SK)
Descriptors: Educational Games, Nurses, Pain, Standards
Ando, Amy W.; Harrington, Donna Ramirez – Journal of Economic Education, 2006
An in-class game can be used to improve students' understanding of how a tradable discharge permit (TDP) program might work. There are, however, trade-offs one must face in designing such a game. An exercise might, in theory, demonstrate all the nuances of a TDP program and yet be so complex that students learn little from the experience. The…
Descriptors: Educational Games, Economics Education, Microeconomics
Fang, Jun; Strobel, Johannes – Educational Media International, 2011
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners' academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available…
Descriptors: Design Requirements, Instructional Design, Educational Games, Guidelines
Lewis, Melissa L. – ProQuest LLC, 2009
Two theories guide two very different ideas about learning. Social cognitive theory (Bandura, 1977, 1989) places the greater emphasis on observational learning, or learning by watching a model produce a behavior before doing it oneself. Other researchers purport that experiential learning, or learning by doing, results in stronger learning (Kolb,…
Descriptors: Video Games, Self Efficacy, Observational Learning, Identification
Buiu, C. – IEEE Transactions on Education, 2009
The aim of this paper is to present an integrated Internet-based package for teaching the fundamentals of motion control by using a wide range of resources: theory, videos, simulators, games, quizzes, and a remote lab. The package is aimed at automation technicians, pupils at vocational schools and students taking an introductory course in…
Descriptors: Engineering Education, Vocational Schools, Introductory Courses, Tests
Sancho, Pilar; Moreno-Ger, Pablo; Fuentes-Fernandez, Ruben; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2009
In this paper we present a general framework, called NUCLEO, for the application of socio-constructive educational approaches in higher education. The underlying pedagogical approach relies on an adaptation model in order to improve group dynamics, as this has been identified as one of the key features in the success of collaborative learning…
Descriptors: Educational Games, Role Playing, Learning Strategies, Problem Based Learning
Hong, Jon-Chao; Hwang, Ming-Yueh; Lu, Chin-Hsieh; Cheng, Ching-Ling; Lee, Yu-Chen; Lin, Chan-Li – Interactive Learning Environments, 2009
Playfulness steering is an emerging approach in educational game design and play. The integration of arithmetical computation, game strategy, and teamwork into one game allows players to interactively "steer" the playfulness and enhance learning. In this paper an evolutionary contest game was designed and implemented to examine the…
Descriptors: Play, Educational Games, Action Research, Focus Groups
Dhumal, Parag; Sundararaghavan, P. S.; Nandkeolyar, Udayan – Decision Sciences Journal of Innovative Education, 2008
In this article we present a game that can be used as a tool to educate students and managers on the issues in supply chain (SC), inventory management. The game has a bilevel demand with one level during regular times and another during sale times. The game could be played in two modes (independence and cooperation) and has been field tested in…
Descriptors: Educational Games, Industry, Business Administration Education, Supply and Demand
Pinder, Patrice Juliet – Online Submission, 2008
Education researchers and teachers have long been interested in improving students' conceptual understanding and motivational levels to do academic work. Over the past decade and a half, there has been an increase in the number of studies investigating the effects of instructional games on students' academic performance and motivational levels.…
Descriptors: Urban Schools, Intervention, Educational Games, Elementary Education
Burgos, Daniel; Moreno-Ger, Pablo; Sierra, Jose Luis; Fernandez-Manjon, Baltasar; Specht, Marcus; Koper, Rob – Simulation & Gaming, 2008
IMS Learning Design (IMS-LD) is a specification to create units of learning (UoLs), which express a certain pedagogical model or strategy (e.g., adaptive learning with games). However, the authoring process of a UoL remains difficult because of the lack of high-level authoring tools for IMS-LD, even more so when the focus is on specific topics,…
Descriptors: Educational Technology, Educational Games, Video Technology, Individualized Instruction
Jolley, Kristie – English Journal, 2008
Junior high school teacher Kristie Jolley believes students become more willing and motivated to practice reading strategies when they are "comfortable within their realm of literacy." Background knowledge of video games helps students succeed in understanding and enjoying game-based texts, which she incorporates into her classroom library as…
Descriptors: Video Games, Reading Strategies, Reading Motivation, Junior High School Students
Ke, Fengfeng – Computers & Education, 2008
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders' cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math…
Descriptors: Case Studies, Computers, Educational Games, Mathematics Instruction
Samide, Michael J. – Journal of Chemical Education, 2008
An in-class activity has been developed to assist students in discovering chromatographic separations. Designed on the basis of plate theory, the game has students use instructor-provided partition coefficients to establish equilibrium for two different items between a stationary and mobile phase. As students work through equilibration and mobile…
Descriptors: College Science, Secondary School Science, Educational Games, Scientific Concepts
Delacruz, Girlie Castro – ProQuest LLC, 2010
To investigate whether games may serve as useful formative assessment environments, this study examined, experimentally, the effects of two aspects of formative assessment on math achievement, game play, and help-seeking behaviors: (a) making assessment criteria explicit through the explanation of scoring rules and (b) incentivizing the use of…
Descriptors: Feedback (Response), Report Cards, Control Groups, Play

Direct link
