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Wilson, Shellyanne – Decision Sciences Journal of Innovative Education, 2018
Understanding bottlenecks is an in-class experiential learning exercise designed to improve students' understanding of production system capacity issues. After an introductory teaching session on capacity and constraint management, students are formed into groups of six to assume the roles of one raw material handler, four production workers, and…
Descriptors: Experiential Learning, Class Activities, Business Administration Education, Group Activities
Smith, Donald A. – Physics Teacher, 2018
Games have often been used in the classroom to teach physics ideas and concepts, but there has been less published on games that can be used to teach scientific thinking. D. Maloney and M. Masters describe an activity in which students attempt to infer rules to a game from a history of moves, but the students do not actually play the game. Giving…
Descriptors: Physics, Science Instruction, Scientific Concepts, Educational Games
Veryaeva, Kseniya; Solovyeva, Olga – International Journal of Distance Education Technologies, 2021
Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user…
Descriptors: Game Based Learning, Educational Games, Electronic Learning, Affordances
Kesicioglu, Oguz Serdar – South African Journal of Education, 2021
The research reported on here was designed in a qualitative approach to present the opinions of pre-service pre-school teachers on the use of mathematics activities. The sample consisted of 10 pre-service teachers, who in their fourth year of pre-school education in the teaching department in 2017 to 2018. The pre-service teachers in the study…
Descriptors: Preservice Teachers, Preschool Teachers, Student Attitudes, Mathematics Instruction
Bin Qushem, Umar; Christopoulos, Athanasios; Oyelere, Solomon Sunday; Ogata, Hiroaki; Laakso, Mikko-Jussi – Education Sciences, 2021
Personalized or precision education (PE) considers the integration of multimodal technologies to tailor individuals' learning experiences based on their preferences and needs. To identify the impact that emerging multimodal technologies have on personalized education, we reviewed recent implementations and applications of systems (e.g., MOOCs,…
Descriptors: Individualized Instruction, Technology Integration, Multimedia Materials, Instructional Effectiveness
Farihah, Mohd Jamel; Mohd Norawi, Ali; Nur Jahan, Ahmad – Journal of Turkish Science Education, 2021
The study was conducted to identify the needs and specifications of a STEM Module based on a game approach in teaching science for lower secondary school students. In this study, the needs analysis was carried out on purposively selected science teachers from different schools in the northern district of Kedah, Malaysia. The data was collected…
Descriptors: Science Instruction, STEM Education, Game Based Learning, Secondary School Science
Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
Shivarajan, Sridevi; Andrews, Rick – Management Teaching Review, 2021
Emotional intelligence (EI) is emerging as critical to success in today's workplaces. Business schools must, therefore, equip students with techniques to develop their emotional intelligence. EI is learnable, and research indicates that active and experiential approaches are more effective in developing EI than lecture-based methods. We,…
Descriptors: Creative Activities, Emotional Intelligence, Training Methods, Skill Development
Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
Parrondo, M.; Rayon-Viña, F.; Borrell, Y. J.; Miralles, L. – Applied Environmental Education and Communication, 2021
"Sustainable Sea" is a strategy game developed for educational purposes in which players assume the role of fishermen while learning concepts related to the sustainable management of fishing resources. Players earn points as they apply sustainable policies. The game was tested on high-school students and students pursuing bachelor's and…
Descriptors: Educational Games, Animal Husbandry, Sustainable Development, High School Students
Gilbert, Jacqueline A. – Journal on Excellence in College Teaching, 2021
Although many professors realize that note taking while listening to a lecture results in shallow learning and a lack of student engagement (Hartley & Davies, 1978), lecturing remains the primary mode of instruction. A recent challenger to the dominant notetaking/PowerPoint paradigm is Reacting to the Past (RTTP). To capitalize on the…
Descriptors: Grounded Theory, Business Administration Education, Learner Engagement, Teaching Methods
Vázquez-Vílchez, Mercedes; Garrido-Rosales, Dalia; Pérez-Fernández, Beatriz; Alicia Fernández-Oliveras, Alicia – Education Sciences, 2021
This paper explores the value of cooperative games in enhancing knowledge and generating pro-environmental engagement in students. For this, an educational board game related to global change was developed, validated, and subsequently evaluated using future primary school teachers. The board game was validated and evaluated in two phases. Phase I…
Descriptors: Cooperative Learning, Educational Games, Environmental Education, Preservice Teachers
Washburn, Quinn; Wolf, Sarah; Well, Jay; Noell, Stephen; Lee, Chih-Ping; Bolaños, Luis M.; Giovannoni, Stephen J.; Suffridge, Christopher P. – Science Teacher, 2021
It is important that students understand the role the ocean plays in mitigating climate change, and how every person on this planet is uniquely connected to the ocean. Identifying these connections can be challenging for students in rural or underserved areas, many of whom do not live by, or interact with, the ocean. Through the use of the board…
Descriptors: Secondary School Science, High School Students, Science Instruction, Climate
Beavis, Catherine; O'Mara, Joanne; Thompson, Roberta – Learning, Media and Technology, 2021
There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording empathetic and affective engagement, and increasing interest in and understanding of historical periods or processes, working in…
Descriptors: Museums, Video Games, Pilot Projects, Archaeology
Dissanayake, Sahan T. M.; Jacobson, Sarah A. – Journal of Economic Education, 2021
Payments for ecosystem services (PES) programs use an incentive-based approach to pursue environmental goals. While they are common policy tools, key concepts determining their efficacy are nuanced and hard to grasp. This article presents a new interactive game that explores the functioning and implications of PES programs. Participants play the…
Descriptors: Economics Education, Educational Games, Incentives, Conservation (Environment)

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