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Nardo, Aline; Gaydos, Matthew – Ethics and Education, 2021
In this paper we discuss the potential of digital games to create meaningful educational experiences that contribute to the learning of ethics in higher education (HE) Science, Technology, Engineering and Mathematics (STEM) degrees. We describe the design of a new digital ethics game with a focus on the challenges we encountered when applying…
Descriptors: Ethics, Educational Games, Teaching Methods, STEM Education
Davlin-Pater, Christina – Athletic Training Education Journal, 2021
Context: The educational escape room is an innovative teaching strategy, and the use of this technique is gaining popularity in some health care disciplines. It is believed to promote acquisition of knowledge and skills, increase motivation, and encourage engagement, critical thinking, collaboration, and problem-solving. Objective: To describe the…
Descriptors: Athletics, Allied Health Occupations Education, Educational Games, Instructional Innovation
Johnson, Tyler G.; Twietmeyer, Gregg – Journal of Physical Education, Recreation & Dance, 2021
Informal participation in sport is a universal practice across time, space, and culture. One such manifestation is "pick-up games." A pick-up game is an informal version of a team sport played by an arbitrary or selected group of people who play because they want to, not because they have to. The purpose of this article is to highlight…
Descriptors: Team Sports, Physical Education, Educational Games, Metabolism
Macoun, Sarah J.; Schneider, Isabel; Bedir, Buse; Sheehan, John; Sung, Andrew – Journal of Autism and Developmental Disorders, 2021
This pilot study investigated the efficacy of a game-based cognitive training program ("Caribbean Quest"; CQ) for improving attention and executive function (EF) in school-aged children with Autism Spectrum Disorder (ASD). CQ is a 'serious game' that uses a hybrid process-specific/compensatory approach to remediate attention and EF…
Descriptors: Executive Function, Short Term Memory, Attention, Intervention
Memar, Noushan; Sundström, Angelina; Larsson, Toon – Journal of Management Education, 2021
Researchers claim that experiential learning approaches (e.g., gamification) are well-suited to management and entrepreneurship education. However, this research has been conducted mostly in small classroom settings. With the increases in the number of university business students, many business courses have also increased in size. The large…
Descriptors: Experiential Learning, Game Based Learning, Educational Games, Entrepreneurship
Ekdahl, Anna-Lena – Scandinavian Journal of Educational Research, 2021
In this paper, differences in the implementation of a number activity called the snake game are studied. Nine Swedish preschool teachers worked in collaboration with a research team, enacting the same activity with their groups of 5-year-old children over a 3-month period. Variation theory forms the basis for the analysis of 67 videorecorded…
Descriptors: Foreign Countries, Preschool Teachers, Preschool Children, Preschool Education
Hsu, Mei-En; Cheng, Meng-Tzu – British Journal of Educational Technology, 2021
Games have been regarded as a potential vehicle for enhancing student learning. Previous studies mainly focused on learning outcomes; however, the learning processes and dynamic in-game behaviours of students who are immersed in a game context are relatively undiscovered. The purposes of this study were to develop an educational game, "Bio…
Descriptors: Game Based Learning, Middle School Students, Grade 7, Educational Games
Kavak, Nusret; Yamak, Havva; Togru, Hatice – Journal of Chemical Education, 2021
Organosliding is a game adapted from sliding puzzles to teach structural formulas of alkanes to undergraduate students. The goal of this game is to arrange the pieces of the sliding puzzle to form a Kekulé formula of any alkane. The objective is to create as many formulas as students can from one puzzle. The effectiveness of the game was evaluated…
Descriptors: Organic Chemistry, Molecular Structure, Science Education, Preservice Teachers
Macías-Guillén, Almudena; Díez, Raquel Montes; Serrano-Luján, Lucía; Borrás-Gené, Oriol – Education Sciences, 2021
Educational Escape Room is an innovative method used in classrooms to motivate students. This article describes a version of Educational Escape Room applied to undergraduate students. Specifically, this work presents an adaptation of the method called Educational Hall Escape, characterized by the resolution of challenges in a game-adapted room in…
Descriptors: Student Motivation, Undergraduate Students, Teaching Methods, Instructional Effectiveness
GENERATE: The Game of Energy Choices -- Promoting Energy Literacy While Cultivating Systems Thinking
Refvem, Emma; Haine, Dana – Science Teacher, 2021
The "electric grid" is the system of power generators, power lines, and other equipment that transports electricity from where it is generated to where it is used. Electricity and its distribution are crucial to the functioning of modern society, yet its dynamics often go unseen and unnoticed by the public. Teaching about the sources…
Descriptors: Energy, Systems Approach, Science Instruction, Educational Games
Stephen Russell Mallory – ProQuest LLC, 2021
This dissertation examines how analog and digital history games complicate and challenge the dominant discourse of teaching American History through Texas state high school-focused texts and these texts complicity in suppressing non-normative histories. These histories are formed at the intersection of political, social, and cultural power…
Descriptors: History Instruction, Teaching Methods, Thinking Skills, Educational Games
Yu-Cheng Lin; Huei-Tse Hou – Asia-Pacific Education Researcher, 2024
Strategic planning is a key competency for business management education. This study designed a dual scaffold-oriented strategy planning board game based on cognitive scaffolding and peer scaffolding and combined it with a real-time checking mechanism using mobile technology. The 68 university students were divided into an experimental group for…
Descriptors: Educational Games, Design, Strategic Planning, Evaluation Methods
Patrick D. Hagge – Journal of Geography in Higher Education, 2024
With the introduction of in-class group-based virtual reality (VR), multiple students can interact in a single shared "metaverse". One geography-focused group VR option is the Wooorld app, available on various Meta Quest unit models. To evaluate the feasibility of group VR in a higher education geography lecture classroom, a pilot study…
Descriptors: Geography, Lecture Method, Computer Simulation, Technology Uses in Education
José Alexandre de Carvalho Gonçalves, Editor; José Luís Sousa de Magalhães Lima, Editor; João Paulo Coelho, Editor; Francisco José García-Peñalvo, Editor; Alicia García-Holgado, Editor – Lecture Notes in Educational Technology, 2024
This proceedings volume presents outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support Knowledge Society building and development. With its learning technology-based focus using a transversal approach, TEEM is divided into thematic and highly cohesive tracks, each of which is oriented to a…
Descriptors: Educational Assessment, Man Machine Systems, Electronic Learning, Computer Uses in Education
Chi-Cheng Chang; Szu-Ting Yang – Interactive Learning Environments, 2024
This study aimed to investigate the differences in learners' emotion, cognitive load, and cognitive performance among various scaffolding DGBLs, and the influences of emotion and cognitive load on cognitive performance when using DGBLs. Participants were 97 adult learners from some community college, randomly divided into the control group with 32…
Descriptors: Psychological Patterns, Cognitive Processes, Self Efficacy, Game Based Learning

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