Publication Date
| In 2026 | 0 |
| Since 2025 | 217 |
| Since 2022 (last 5 years) | 1189 |
| Since 2017 (last 10 years) | 2911 |
| Since 2007 (last 20 years) | 5032 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 1623 |
| Teachers | 990 |
| Students | 129 |
| Researchers | 88 |
| Parents | 78 |
| Media Staff | 23 |
| Administrators | 19 |
| Policymakers | 12 |
| Community | 9 |
| Counselors | 7 |
| Support Staff | 2 |
| More ▼ | |
Location
| Turkey | 176 |
| Taiwan | 156 |
| Australia | 150 |
| Canada | 105 |
| Spain | 85 |
| United Kingdom | 84 |
| China | 79 |
| Indonesia | 73 |
| 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 |
Joung, Eunmi; Byun, JaeHwan – School Science and Mathematics, 2021
This exploratory study was conducted to evaluate the quality of digital math games by measuring how much the content of a digital game is aligned to the NCTM Content and Process Standards. For this purpose, this study employed a content analysis method. In total, 23 digital mathematics games have been selected and analyzed using an instrument, a…
Descriptors: Content Analysis, Educational Games, Computer Games, Mathematics Education
Jantakun, Thiti; Jantakoon, Thada – Higher Education Studies, 2021
The purposes of the research were 1) to design the Digital Educational Computer Games Environments Supporting Education (DECGE-SE) and 2) to evaluate the DECGE-SE. The research procedure was divided into two phases. The DECGE-SE as follows: (1) Learning: (1.1) Subject area, (1.2) Learning objectives/Player goals, (1.3) Learning Theories, (1.4)…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness
Tornqvist, Dominicus; Wen, Lian; Tichon, Jennifer; Bai, Guangdong – Journal of Interactive Learning Research, 2021
There is a healthy research community focused on individual differences to tailor serious games for maximum effect for each person. But there is a comparative lack of research on the scalability of serious games for maximising knowledge saturation in a population. Scalability is critical in many real applications. The authors detail this neglected…
Descriptors: Educational Games, Individual Differences, Learning Processes, Discovery Learning
Swacha, Jakub – Education Sciences, 2021
Recent years have brought a rapid growth of scientific output in the area of gamification in education. In this paper, we try to identify its main characteristics using a bibliometric approach. Our preliminary analysis uses Google Scholar, Scopus, and Web of Science as data sources, whereas the main analysis is performed on 2517 records retrieved…
Descriptors: Educational Games, Game Based Learning, Educational Research, Bibliometrics
Sprenger, Marilee – ASCD, 2021
Your students may recognize the words determine, explain, and summarize in the above standard, but would they understand and be able to apply these concepts? Students encounter these and other academic vocabulary words throughout their school years, but too often, they don't have a firm grasp of these words' meanings or what skills they require.…
Descriptors: Vocabulary Development, Academic Language, Student Evaluation, Teaching Methods
Shute, Valerie; Lu, Xi; Rahimi, Seyedahmad – Grantee Submission, 2021
Stealth assessment is intended to not only measure important competencies, but also to support their development during gameplay or within other types of immersive learning environments. It uses evidence-centered assessment design to create the models (Mislevy, Steinberg, and Almond 2003), in conjunction with a statistical scoring and accumulation…
Descriptors: Student Evaluation, Game Based Learning, Evidence Based Practice, Evaluation Methods
Donaldson, Jeanne M.; Lozy, Erica D.; Galjour, Mallorie – Journal of Behavioral Education, 2021
Disruptive classroom behavior produces a host of problems for students and teachers. The Good Behavior Game (GBG) is an effective procedure to reduce disruptive behavior. In this study, experimenters conducted the GBG in two preschool classes and demonstrated its effectiveness using a reversal design. Subsequently, experimenters systematically…
Descriptors: Student Behavior, Behavior Modification, Educational Games, Preschool Children
Ana Lívia Agostinho; Gabriel Antunes de Araujo – Language Documentation & Conservation, 2021
We present a description and an analysis of three related language games in Africa's Gulf of Guinea: Fa d'Ambô's Fa do Vesu, Lung'Ie's Faa di Vesu, and São Tomé and Príncipe Portuguese's P-language. We show how these language games can be used to investigate the linguistic features of their main languages and as learning resources for second…
Descriptors: Second Language Instruction, Educational Games, Language Acquisition, Phonology
Lei, Hao; Wang, Chenxin; Chiu, Ming Ming; Chen, Shuangye – Journal of Computer Assisted Learning, 2022
Background: Researchers debate whether game-based learning (GBL) affects students' achievement emotions, as past studies yielded mixed results. Objectives: This study determines the overall effect of GBL on students' positive achievement emotion and their negative achievement emotions (PAEs, NAEs), along with their moderators. Methods: This…
Descriptors: Educational Games, Academic Achievement, Psychological Patterns, Meta Analysis
Cahyani, Dhiea Regita; Kurniasih, Dedeh; Fadhilah, Raudhatul – Journal of Education and Learning (EduLearn), 2022
This research aimed to developed an evaluation instrument based on Kahoot! valid, practical, and reliable in evaluating student learning. This research is a model of development that use Borg and Gall. There were seven stages performed, starting with research and data collection, planning, product design development, initial field trials, review…
Descriptors: Chemistry, Scientific Concepts, Measurement Equipment, Secondary School Science
Chung, Chih-Hung; Lin, You Yin – Journal of Computer Assisted Learning, 2022
Background: Most students have exhibited low motivation to engage in traditional learning methods. Additionally, students have difficulty concentrating on the course content, being easily distracted by their smartphones. Objectives: Therefore, we adopted an online 3D gamification problem-based learning (PBL) model to motivate students and improve…
Descriptors: Computer Simulation, Game Based Learning, Problem Based Learning, Human Resources
Yildirim, Ezgi Güven; Önder, Ayse Nesibe; Tasdelen, Özlem; Özel, Çigdem Alev – International Journal of Curriculum and Instruction, 2022
Since the concept of sustainability is linked to the problems of daily life, educational games are an important tool to teach this concept and to reveal perceptions about this concept. This study aims to determine science teachers' views on the concept of sustainable development through educational games. This study is a phenomenological study.…
Descriptors: Teacher Attitudes, Science Teachers, Sustainable Development, Educational Games
Bulut, Derman; Samur, Yavuz; Cömert, Zeynep – Smart Learning Environments, 2022
In the 2020s, it is clear that children now spend most of their days in front of the screen. During screen time, playing games is one of the most important activities of children. However, technology is developing day by day and innovations are quickly becoming a natural part of life. Therefore, children now need to be creative people who produce…
Descriptors: Grade 5, Grade 6, Creative Thinking, Educational Technology
de Mooij, Susanne M. M.; Dumontheil, Iroise; Kirkham, Natasha Z.; Raijmakers, Maartje E. J.; van der Maas, Han L. J. – Developmental Science, 2022
The ability to monitor and adjust our performance is crucial for adaptive behaviour, a key component of human cognitive control. One widely studied metric of this behaviour is post-error slowing (PES), the finding that humans tend to slow down their performance after making an error. This study is a first attempt at generalizing the effect of PES…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Error Patterns
Moyer-Packenham, Patricia S.; Roxburgh, Allison L.; Litster, Kristy; Kozlowski, Joseph S. – Technology, Knowledge and Learning, 2022
The purpose of this study was to examine relationships between students' semiotic representational transformations and students' mathematics performance outcomes in digital math games. The study employed a convergent parallel mixed methods design. Students in Grades 4, 5, and 6 (ages 9-12) played nine digital math games. Researchers administered…
Descriptors: Semiotics, Computer Games, Educational Games, Mathematics Education

Peer reviewed
Direct link
