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Imam Fitri Rahmadi; Zsolt Lavicza; Selay Arkün Kocadere; Tony Houghton; Jonathan Michael Spector – Educational Technology Research and Development, 2024
Although user-generated microgames, defined as very simple games made by non-professionals on open platforms, are popular and appear to have considerable advantages in facilitating learning, further exploration is needed to establish their potential in instructional practices. The present study investigates the design, participation and experience…
Descriptors: Educational Games, Educational Technology, Computer Oriented Programs, Open Education
Sashi Sharma; Phil Doyle; Daniel Kumar; Louis Marcelo – Teaching and Learning Research Initiative, 2024
Aotearoa New Zealand is a super diverse nation in terms of the ethnicities of its people and languages spoken. With an increased rate of immigration from various parts of the world, the presence of multiple languages in many domains of social life is a reality. Consequently, classrooms are now places where learners have different linguistic and…
Descriptors: Native Language, Teaching Methods, Statistics, Statistics Education
Kylie S. Flynn; Linlin Li; Chun-Wei Huang; Ruchita Patel; Kim Luttgen; Shuangting Yang; Eunice Chow – Grantee Submission, 2024
We used a cluster-randomized controlled trial to examine the impacts of a technology- and game-based social-emotional program, the "Adventures Aboard the S.S. GRIN" ("Adventures"), on students' social skills development. Eighty-eight third-grade classrooms (N = 1645 third-grade students) across four California public school…
Descriptors: Social Emotional Learning, COVID-19, Pandemics, Technology Uses in Education
Michole Washington – ProQuest LLC, 2024
At the height of the COVID-19 pandemic in 2020, students were required to transition into a broken online educational experience. However, this unfortunate shift, proved to be an opportune escape route to distance Black girls from traditional anti-Black STEM experiences. This was an opportunity to create educational STEM experiences and…
Descriptors: STEM Education, Females, COVID-19, Pandemics
Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This research explores the design and development of a gamified Massive Open Online Course (MOOC) aligned with the Self-Directed Learning (SDL) approach. The focus is addressing challenges to foster autonomous learning within the MOOC context. Background: MOOCs have emerged as a prominent platform for global education; however, they…
Descriptors: Gamification, MOOCs, Personal Autonomy, Learning Processes
National Literacy Trust, 2024
Get Islington Reading was a three-year campaign to develop a community of happy, confident young readers aged 9 to 14 across the London Borough of Islington. The campaign was funded by the Charity of Sir Richard Whittington through The Mercers' Company and delivered by the National Literacy Trust and The Reading Agency in collaboration with…
Descriptors: Foreign Countries, Reading Programs, Youth Programs, Elementary School Students
Walter Setti; Rebecca Tarello; Erica Volta; Lucia Ferlino; Monica Gori; Gualtiero Volpe – Educational Technology Research and Development, 2025
The COVID-19 pandemic has accelerated digitization, access to IT resources, and digital inclusion in the Italian school system. This paper presents D-UDA (i.e., "unità didattica di apprendimento digitale", in Italian), a digital didactic unit for learning mathematics concepts. The presented approach combines teaching methodologies and…
Descriptors: Electronic Learning, Educational Games, Problem Solving, Multisensory Learning
Kenneth Lloyd Reimer – Journal of the American Academy of Special Education Professionals, 2025
This paper highlights a study (2022) conducted in a Canadian school division which explored the perceptions of classroom teachers (n=4) in middle schools. The purpose of the study was to highlight ways in which middle school teachers successfully connected with middle years aged students in their classrooms. Participants spoke of the importance of…
Descriptors: Inclusion, Middle School Teachers, Teacher Attitudes, Educational Strategies
Amukune, Stephen; Barrett, Karen Caplovitz; Szabó, Norbert; Józsa, Krisztián – International Journal of Early Childhood, 2023
Performance-based tools to assess school readiness domains such as Approaches to Learning are lacking in Low and Middle-Income Countries such as Kenya. This study aims to develop the Kenyan version of the FOCUS app (Finding Out Children's Unique Strengths), a game-like computer tablet assessment of two Approaches to Learning domains: mastery…
Descriptors: Foreign Countries, Educational Games, Handheld Devices, Mastery Learning
Chang, Chi-Cheng; Yang, Szu-Ting – International Journal of Educational Technology in Higher Education, 2023
There has been a little research on emotion, cognitive load, or learning performance for digital game-based learning (DGBL). However, there is still a dearth of research on investigating the interactive effects of scaffolding DGBL and cognitive style on the above three outcomes. Participants were 97 middle-aged and elder adults from a community…
Descriptors: Adult Learning, Adults, Emotional Response, Cognitive Processes
Saleh Alabdulaziz, Mansour – Education and Information Technologies, 2023
The aim of this study is to determine whether Escape Rooms can be used as an active methodological approach for the purpose of teaching mathematics. The research adapted a quantitative approach via an experimental design. Two different study groups were established, the first of which comprised the control group who were taught using conventional…
Descriptors: Educational Games, Puzzles, Mathematics Instruction, Teaching Methods
Chen, Hong-Ren; Lin, Wen-Shan; Hsu, Tien-Yu; Lin, Tzu-Chun; Chen, Nian-Shing – IEEE Transactions on Learning Technologies, 2023
Research on the use of augmented reality technology in museums is mostly limited to scientific knowledge. The use of wearable device technology learning materials to benefit students in the process of English learning has been somewhat explored, along with differences in students' learning styles and their influence on students' learning…
Descriptors: Educational Games, Museums, Situated Learning, Cognitive Style
Tsemach, Ehud; Schwarz, Baruch; Israeli, Mirit; Keynan, Omer – Dialogic Pedagogy, 2023
The present paper inquires whether a meticulous program designed to resolve Interdisciplinary Societal Dilemmas through dialogic argumentation advances epistemic practices. To delineate how epistemic practices are manifested in classroom discussions, we adopted the Actor-Network Theory (ANT), which explores the interactions and agencies of human…
Descriptors: Social Problems, Dialogs (Language), Persuasive Discourse, Interdisciplinary Approach
Adolfo, Jeanlyn A.; Villarin, Sydney Jay B. – Online Submission, 2023
This paper is a study on the grade 8 students' vocabulary achievement using word games. The study was conducted at Kiwalan National High School and aimed to determine the effectiveness of word games as a learning method in improving students' vocabulary achievement. The data was collected through questionnaires and was analyzed through percentage,…
Descriptors: Educational Games, Vocabulary Development, High School Students, Teaching Methods
Casanoves, Marina; Solé-Llussà, Anna; Haro, Juan; Gericke, Niklas; Valls, Cristina – Research in Science & Technological Education, 2023
Background: Game-based science learning (GBSL) provide an alternative route for learning genetics, but its effects on students' conceptual learning is contested. In this paper we assess the utility, in primary teacher education, of Recal - a game designed to promote participants' learning of key genetic concepts through acting as detectives…
Descriptors: Science Instruction, Genetics, Teaching Methods, Game Based Learning

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