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Zhong, Lin – Smart Learning Environments, 2022
While role-playing games and personalized learning have been regarded as effective tools to improve students' learning, incorporating personalized learning into role-playing games is challenging and approaches are limited to cognitive and motivational variables. Aiming at expanding approaches to incorporate personalization into role-playing games,…
Descriptors: Individualized Instruction, Role Playing, Cognitive Processes, Difficulty Level
Ethlyn Saltzman – ProQuest LLC, 2022
The study examined the effects of a new game mechanic on collaborative learning and mathematical discourse when playing a digital geometry puzzle game. For this study, two new versions of the game "Noobs vs. Leets" were developed. Both versions of the game teach the concepts of complementary and supplementary angles and the angle sum…
Descriptors: Cooperative Learning, Geometry, Mathematics Instruction, Video Games
Cristian Buendía-Atencio; Gilles Paul Pieffet; Vaneza Paola Lorett Velásquez – Journal of Chemical Education, 2022
Identifying and naming inorganic compounds is sometimes a challenge for many first-year chemistry and engineering students; however, these difficulties can be overcome after extensive practice using homework sets based on naming inorganic compounds or applying inorganic nomenclature rules. Werner is a card game in honor of Professor Alfred Werner…
Descriptors: Educational Games, Reinforcement, Chemistry, Science Education
Thomas Kraska – Journal of Chemical Education, 2022
An educational lattice model is proposed for the investigation of the influence of the density and indirectly of the pressure on the chemical equilibrium of the ideal gas phase reaction A [equilibrium] 2B. The model can be introduced by a board game simulating a stochastic process. This game can also be used to set up a corresponding computer…
Descriptors: Secondary School Students, Secondary School Science, Chemistry, Science Instruction
Alma Pisabarro-Marron; Carlos Vivaracho-Pascual; Esperanza Manso-Martinez; Silvia Arias-Herguedas – IEEE Transactions on Education, 2024
Contribution: A successful activity based on the scavenger hunt (SH) game is presented here. Although "serious game" in education now seems synonymous with videogame, the effectiveness of hands-on traditional games to increase student performance that, besides, they also like is defended and proved. The proposal is not focused, as is…
Descriptors: Educational Games, Higher Education, Learning Processes, Student Motivation
Wiets Botes – European Journal of STEM Education, 2024
Preservice teachers who are specialising in the teaching of the subject natural science at a primary school level, ought to demonstrate the ability to present lessons that provoke a joyful yet meaningful educational experience amongst learners. One such approach that was taken, was when natural science preservice teachers were tasked with…
Descriptors: Pedagogical Content Knowledge, Educational Games, Science Education, Game Based Learning
Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
Valeria Andreoni; Alice Richard – International Journal of Sustainability in Higher Education, 2024
Purpose: The purpose of this paper is to present the 2030 SDGs Game as a pedagogical tool for the promotion of interdisciplinary education. Based on the simulation of possible world outcomes for the year 2030, the game induces participants to reflect on the socioeconomic and environmental consequences of actions and facilitate the exploration of…
Descriptors: Interdisciplinary Approach, Sustainable Development, Foreign Countries, Teaching Methods
Gagan Bajaj; Ciraj Ali Mohammed; Soumendra Sahoo; Abhijit Datta; Dinesh Badyal; Tejinder Singh – Innovations in Education and Teaching International, 2024
Educators worldwide are seeking innovative teaching strategies for engaging remote learners. This study explores the impact of an online role-play on students' perceptions regarding Interprofessional education (IPE) and the usage of online role-play as a pedagogic approach. An online role-play for introducing fundamentals of IPE was organised as…
Descriptors: Graduate Students, Medical Students, Role Playing, Foreign Countries
Sandra Elsom; Colleen Stieler-Hunt; Margaret Marshman – Interactive Learning Environments, 2024
Proponents of game-based learning see potential for the inclusion of Alternate Reality Games (ARGs) in higher education. Research has shown that an ARG can support the induction and socialisation of students but engagement in educational ARGs has been disappointing. We explored whether students could learn via an ARG embedded in curriculum: if…
Descriptors: Computer Simulation, Integrated Curriculum, Game Based Learning, Educational Games
Vishesh Kumar; Matthew Berland; Leilah Lyons; Beth Pinzur – Interactive Learning Environments, 2024
In this paper, we present SCAMP -- Social Configuration Affordances for Museum Play -- an analytical framework we develop and use to highlight the relationship between designed affordances at interactive museum exhibits and different social playful behaviors they trigger and support. We do this through a selective case study analysis of Rainbow…
Descriptors: Museums, Exhibits, Instructional Materials, Play
Merav Siani; Ilana Dubovi; Anna Borushko; Michal Haskel-Ittah – International Journal of Science Education, 2024
Immunology, a complex and rapidly evolving biological field, serves dual educational goals: training healthcare professionals and immunologists as well as promoting immune literacy among laypeople. This study conducted a scoping review of the literature to explore different aspects of immunology education, examining various contexts, levels, and…
Descriptors: Biology, Science Education, Teaching Methods, Cognitive Processes
Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
Cheng-Tai Li; Huei-Tse Hou; Wei-Shen Lin – Research in Science & Technological Education, 2024
Background: Educational board games have been receiving attention from educators in recent years. Designing the rules of board games based on cognitive theory, and further analysing educational board games from more dimensions are important issues that warrant further study. Purpose: The research designed a board game called Chemistry Story to…
Descriptors: Foreign Countries, Junior High School Students, Grade 8, Chemistry
Feyza Candan; Mehmet Basaran – Interactive Learning Environments, 2024
This research aims to examine the effects of Kahoot, a technology-based gamification tool, on the learning process. The research design is qualitative and uses meta-thematic analysis to analyze data collected through document analysis and content analysis of 40 studies. The results show that Kahoot has positive impacts on students' cognitive,…
Descriptors: Public School Teachers, Gamification, Educational Games, Technology Uses in Education

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