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Wendee White; Paul Gault; Jill Shimi; Kristi Herd; Gaye Manwaring – Discover Education, 2025
This study explores the effectiveness and design value of 'Resilience Education Supports Students in Life' (RESSIL), an adventure-based digital game for developing resilience capacities in undergraduate students at one UK University. RESSIL was designed in response to the increasing wellbeing needs of undergraduate students and in recognition of…
Descriptors: Foreign Countries, Undergraduate Students, Computer Games, Educational Games
Turkan Mehraj Ismayilli; Khatira Mahammad Mammadova; Aysel Alakbar Asadova – Novitas-ROYAL (Research on Youth and Language), 2025
Speaking is a vital skill frequently used in education and social life and allows individuals to communicate with other people in their daily lives. Many factors influence the development of speaking skills. The teacher needs to consider these factors during the teaching process. This study examines the effect of games on speaking skills in…
Descriptors: Educational Games, Teaching Methods, Second Language Learning, Second Language Instruction
Eyal Liat; Merav Hayak – British Journal of Educational Technology, 2025
In today's era, the ability to create and utilize digital games in the classroom is of great importance, for both teachers and students. Yet traditional teaching methods often lack the implementation of games in general, and of digital games in particular. This study presents a unique constructivist framework for creating and integrating…
Descriptors: Technology Integration, Educational Technology, Educational Games, Constructivism (Learning)
Joanne Hardman; Warren Lilley – Journal of Computers in Mathematics and Science Teaching, 2025
South African students continue to perform exceptionally poorly on international benchmarking science tests, such as the Trends in International Mathematics and Science Study (TIMSS). Research indicates various reasons underpinning this underperformance, such as a lack of student motivation to learn science and a dearth of teachers' content…
Descriptors: Computer Games, Educational Games, Science Instruction, Science Education
Maryna Yepikhina; Svitlana Bader; Svitlana Makarenko; Hanna Zazharska; Liudmyla Varianytsia – International Electronic Journal of Elementary Education, 2025
In the context of crisis situations, making use of the most recent opportunities for future educators' training is a pertinent issue. The purpose of the suggested article is to evaluate how cutting-edge technologies might help train future preschool education specialists and assess how well they work in emergency scenarios. In order to accomplish…
Descriptors: Preschool Education, Preservice Teacher Education, Specialists, Crisis Management
Marianthi Grizioti – Educational Technology Research and Development, 2025
Recently scientists have underscored a significant mismatch between the latest theoretical Computational Thinking conceptualizations as an upcoming literacy that goes beyond computer science, and its operationalizations in current empirical research and designs, which are limited to coding-centred and domain-specific tools and approaches. To…
Descriptors: Computation, Thinking Skills, Coding, Play
Matthew L. Reid; Joseph M. Niederhauser – American Biology Teacher, 2025
We describe the use of the popular board game "Wingspan" in a first-year seminar course at an undergraduate liberal arts institution. We discuss implementation of the game in the classroom, classroom activities and assessments, and associated field activities. We also share student survey data on effective use of "Wingspan" to…
Descriptors: Biology, Science Instruction, Liberal Arts, Institutional Characteristics
Michaela Arztmann; Jessica Lizeth Domínguez Alfaro; Lisette Hornstra; Jacqueline Wong; Johan Jeuring; Liesbeth Kester – British Journal of Educational Technology, 2025
A distinct feature of educational games using augmented reality (AR) is that the game is played through physically interacting with the environment, whereas physical interaction is typically rather limited in other digital games. Understanding and performing the interactive game mechanics can be cognitively demanding. Adding pre-training could…
Descriptors: Computer Simulation, Artificial Intelligence, Training, Cognitive Processes
Kaylee Laub; Earl Aguilera – American Journal of Play, 2025
The authors argue that playable fictions and analog game design can be an effective way to engage students in discussions about climate change and related scientific areas of exploration. They offer the example of a middle school climate science education unit grounded in the design, analysis, and play of board games and card games based on a…
Descriptors: Middle School Students, Grade 8, Climate, Science Education
Atara Isaacson – Springer, 2025
This book explores teaching methods that foster creative thinking among students across various disciplines. It presents effective experiments conducted in workshops with both practicing teachers and student teachers, aiming to modernize existing teaching approaches to better align with the needs of the 21st century. The central argument is that…
Descriptors: Creative Thinking, Teaching Methods, Teacher Role, Teacher Student Relationship
Tiemann, Rüdiger; Annaggar, Amany – Interactive Learning Environments, 2023
This paper proposes a framework for designing digital environments and illustrates this framework using the example of a video game (Alchemist). The increasing importance of digital environments for educational systems (e.g. for teaching and assessing twenty-first century skills) makes it necessary to have standards for their quality. These…
Descriptors: Video Games, Educational Games, Technology Uses in Education, Problem Solving
Üredi, Pelin; Doganay, Ahmet – Journal of Theoretical Educational Science, 2023
The purpose of this study is to investigate how to improve middle school 6th-grade students' skill of associating mathematics with real life through Realistic Mathematics Education, which was reinforced with educational games, to determine the problems possible to be encountered in practice and how to solve these problems in details. This study,…
Descriptors: Mathematics Education, Relevance (Education), Middle School Students, Grade 6
Yüzbasioglu, Yasemin – Southeast Asia Early Childhood, 2023
This study was conducted to examine the effect of the Intelligence Games Preschool Program on the math skills of 60-72 month-old children. In the research, a model with pre-test post-test control group, which is one of the quasi-experimental models, was used. A total of 30 children, 15 of them from the experimental group and 15 of the control…
Descriptors: Foreign Countries, Intelligence, Educational Games, Preschool Education
Endress, Tobias; Pussep, Anton; Schief, Markus – Journal of International Education in Business, 2023
Purpose: This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making).…
Descriptors: Video Games, Educational Games, Learner Engagement, Business Administration Education
Gui, Yang; Cai, Zhihui; Yang, Yajiao; Kong, Lingyuan; Fan, Xitao; Tai, Robert H. – International Journal of STEM Education, 2023
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies. Therefore, the current study aimed to investigate (1) the general effect of digital game-based…
Descriptors: STEM Education, Educational Games, Game Based Learning, Video Games

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