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Ferro, Lauren S.; Sapio, Francesco; Terracina, Annalisa; Temperini, Marco; Mecella, Massimo – IEEE Transactions on Learning Technologies, 2021
Education and training are among the fields taking advantage of serious games (SGs). In this article, we present Gea 2: A New Earth, a digital SG developed as an immersive 3-D virtual learning environment, integrating several educational resources, including multimedia learning material, communication tools, and intelligent tutoring support. The…
Descriptors: Educational Games, STEM Education, Technology Uses in Education, Intelligent Tutoring Systems
Luo, Zhanni; Brown, Cheryl; O'Steen, Billy – Education and Information Technologies, 2021
Gamified learning tools refer to the websites, software or mobile applications that use game design elements for educational purposes. Though theoretically promising in engaging leaners, gamified learning tools were not widely accepted in practice. This paper seeks to better understand what encourages and constrains teachers' use of gamified…
Descriptors: Intention, Teacher Attitudes, Secondary School Teachers, Game Based Learning
Agbo, Friday Joseph; Oyelere, Solomon Sunday; Suhonen, Jarkko; Laine, Teemu H. – Education and Information Technologies, 2021
Understanding the principles of computational thinking (CT), e.g., problem abstraction, decomposition, and recursion, is vital for computer science (CS) students. Unfortunately, these concepts can be difficult for novice students to understand. One way students can develop CT skills is to involve them in the design of an application to teach CT.…
Descriptors: Instructional Design, Game Based Learning, Computation, Thinking Skills
Oyserman, Daphna; Dawson, Andrew – Journal of Experimental Education, 2021
We build on identity-based motivation theory to integrate research on in-person and virtual learning environments so that we can articulate which features of virtual learning environments are likely to support or impede learning and identity exploration. Although students experience their identities as stable anchors for meaning-making and action,…
Descriptors: Transformative Learning, Learner Engagement, Self Concept, Learning Processes
Yang, Xiaotong; Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Smith, Ginny; Alonso-Fernández, Cristina – Educational Technology Research and Development, 2021
In-game learning supports aim to help students solve game levels (i.e., game-related supports), and connect to underlying content (i.e., content-related and hybrid supports). Students with different levels of prior knowledge may have different needs for in-game supports. In this study, we designed a 2D physics game with game-related,…
Descriptors: Prior Learning, Educational Games, Game Based Learning, High School Students
Foutsitzi, Sotiria; Caridakis, George – International Education Studies, 2021
This paper is analyzing feedback collected from Greek high school teachers, in order to answer questions regarding the use of Information and Communication Technologies (ICT) as part of their teaching practices in Greek schools. Various hypothesis tests are presented, in order to focus on perceptions, look into possible problems and see how…
Descriptors: Technology Integration, High School Teachers, Teacher Characteristics, Teacher Motivation
da Silva, Rafael Leonardo – TechTrends: Linking Research and Practice to Improve Learning, 2021
This article describes the results of a qualitative study that aimed at investigating moral decision-making processes of prospective government workers using a game-based tool. Three participants volunteered to participate in the research process, which included playing a short point-and-click narrative game and a focus group. Data was analyzed…
Descriptors: Decision Making, Empathy, Computer Games, Educational Games
Woods, Annette; Jeffries, Michelle – Teachers College Record, 2021
Background/Context: There are recent trends of bringing highly defined, teacher-directed pedagogies into early-childhood contexts in Australia, the United States. and other Western contexts. While the justification for these moves is often the improvement of outcomes for young children, they ignore the large body of research that attests to the…
Descriptors: Foreign Countries, Young Children, Literacy Education, Educational Games
Say, Serkan; Akbulut, Serdar – Online Submission, 2021
Educational games are included in student-centered practices in the contemporary education system, which are suitable for the purpose of raising students who know themselves and love to research and learn. Educational games enable children to develop their cognitive, social and psycho-motor skills by being inspired by activities that are different…
Descriptors: Educational Games, Teacher Attitudes, Gender Differences, Instructional Program Divisions
Bird, Ronit – SAGE Publications Ltd (UK), 2021
This practical book draws on Ronit Bird's teaching experience to create detailed strategies and teaching plans for students aged 9-16 who have difficulties with number. Activities and games are used to teach numeracy skills in these key areas: number components, bridging, multiplication, division and reasoning strategies. New to this edition: (1)…
Descriptors: Learning Disabilities, Numeracy, Mathematics Instruction, Teaching Methods
Anjelica B. Hart – ProQuest LLC, 2021
This qualitative research study explored the procedures and instructional practices of implementing game-based learning within a course and/or curriculum in higher education. Game-based learning is structured to integrate gameplay into a subject matter to increase a student's ability to acquire and apply knowledge to the real world. Furthermore,…
Descriptors: College Students, Game Based Learning, Educational Games, Learner Engagement
Sofia, Hilya Wildana; Utomo, Anjar Putro; Hariyadi, Slamet; Wahono, Bevo; Narulita, Erlia – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2020
Provision of teaching materials in term of module can be an alternative to meet the learning needs of science. The study aimed at describing science module constructed based on Science, Technology, Engineering, Art and Mathematics (STEAM) equipped with valid and effective biotechnology games for learning science in junior high school. This…
Descriptors: Foreign Countries, STEM Education, Art Education, Biotechnology
Alemany, Jose; Del Val, Elena; Garcia-Fornes, Ana – IEEE Transactions on Learning Technologies, 2020
The concept of privacy in online social networks (OSNs) is a challenge, especially for teenagers. Previous works deal with teaching about privacy using educational online content, and media literacy. However, these tools do not necessarily promote less risky behaviors, and do not allow the assessment of users' behavior after the learning period.…
Descriptors: Social Networks, Adolescents, Privacy, Educational Technology
Schiffman, James R. – History Teacher, 2020
Reacting to the past has emerged as a high-impact pedagogy that is attracting a growing following of academic practitioners. An expanding body of academic research explains why Reacting works and shows that students who take Reacting courses perform better in various assessment measures. Still, academic literature on Reacting lacks resources about…
Descriptors: History Instruction, Educational Games, Instructional Design, College Instruction
Tanjung, Mahardika Abdi Prawira; Sitompul, Opim Salim – Education and Information Technologies, 2020
The history of the Indonesian state began to be forgotten by its young generation. Today's young generation or so-called "millennial" rarely studies history pursued by previous state fighters. One of the histories of the Indonesian state is the story of Prince Kian Santang. The lesson that taken from the story of Prince Kian Santang is…
Descriptors: Foreign Countries, Asian History, History Instruction, Teaching Methods

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