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Bérénice Lemoine; Pierre Laforcade; Sébastien George – Journal of Computer Assisted Learning, 2025
Background: Training the memorization of declarative knowledge requires the repetitive presentation of various forms of factual questions to learners. Educational games designed for this purpose should offer activities that are both tailored to individual learners and varied to prevent boredom. Whilst the Technology-Enhanced Learning (TEL)…
Descriptors: Educational Games, Design, Computer Science Education, Training
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Menelaos N. Katsantonis – European Journal of Education, 2025
Cooperative board games promote engagement, teamwork, and strategic problem-solving, making them useful in educational contexts. This Systematic Literature Review employs the PRISMA methodology to identify cooperative board game mechanisms and design considerations along with their adaptation potential in serious contexts and the alignment with…
Descriptors: Educational Games, Cooperative Learning, Constructivism (Learning), Experiential Learning
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Brooke C. Hilton; Mark A. Sabbagh – Child Development, 2025
This study investigated 3- to 5-year-olds' (N = 64, 37 girls, 62.5% White, data collected between 2021-2022) ability to use probabilistic information gleaned through active search to appropriately change or maintain expectations. In an online fishing game, children first learned that one of two ponds was good for catching fish. During a subsequent…
Descriptors: Preschool Children, Probability, Evidence, Educational Games
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Jiyuan Zeng; Daner Sun; Chee-Kit Looi; Andy Chun Wai Fan – British Journal of Educational Technology, 2024
Gamification, characterized by the integration of game design elements into non-game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture-based teaching methods. While students generally exhibit positive attitudes towards gamification, its impact on academic…
Descriptors: Gamification, Educational Games, Academic Achievement, Program Effectiveness
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Rhys Pritchard; Francis Dockerty – Curriculum Studies in Health and Physical Education, 2025
Since Bunker and Thorpe (1982. A model for the teaching of games in secondary schools. "Bulletin of Physical Education," 18(1), 5-8.) introduced Teaching Games for Understanding (TGfU), there has been a growing recognition of advocating approaches to pedagogy that addresses participant learning with games-based approaches (GBA)…
Descriptors: Elementary Education, Physical Education, Game Based Learning, Educational Theories
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Alex Corbitt – Reading Research Quarterly, 2025
Role-playing games (RPGs) are storytelling activities that mediate co-authorship through a variety of in-game, out-of-game, and intertextual relationships. Liminal interactions sometimes occur during RPG play that blur these categories. To understand the purposes and processes of "liminal play," this study analyzed data from a yearlong…
Descriptors: Role Playing, Educational Games, Story Telling, Play
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Samuel J. Richardson; A. P. McRobert; D. Vinson; C. J. Cronin; C. Lee; S. J. Roberts – Quest, 2024
This study represents the first comprehensive qualitative systematic review on sport coaches' and teachers' perceptions and application of Game-Based Approaches (GBA) and Constraints-Led Approach (CLA). From searching 12 electronic academic databases from 1982 to 2020, 29 studies met the eligibility criteria and were included in the meta-study.…
Descriptors: Athletic Coaches, Teacher Attitudes, Educational Games, Content Analysis
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Krishna Mohan Surapaneni – Biochemistry and Molecular Biology Education, 2024
Gamification is emerging as an active learning innovation in medical education to enhance student engagement and promote life-long learning in a unique and collaborative environment. Clinical enzymology in biochemistry is one of the core topics in the medical curriculum. However, students face challenges in comprehension and retention of…
Descriptors: Gamification, Medical Education, College Freshmen, Biochemistry
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Noemi Honorato; Aiganym Soltiyeva; Wilk Oliveira; Saul Emanuel Delabrida; Juho Hamari; Madina Alimanova – Smart Learning Environments, 2024
The education of autistic children presents significant challenges, compelling various educational stakeholders to seek solutions that can enhance teaching and learning experiences for these individuals. Among the most promising strategies are gameful approaches, including gamification, card games, and simulators. Despite recent efforts,…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Gamification, Educational Games
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Jody A. Thompson – Journal of Extension, 2024
As coastal populations grow, so does the exposure to natural hazards such as hurricanes and flooding, creating the potential for increased social and economic disasters. The literature indicates coastal residents remain complacent when planning before, during, and after an event. There is a growing successful use of serious games in natural…
Descriptors: Game Based Learning, Educational Games, Natural Disasters, Planning
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Joel Roberts; Lise A. Johnson; Jonathan P. Dyhr – Advances in Physiology Education, 2024
The multidisciplinary nature of physiology requires students to acquire, retain, apply, and evaluate knowledge from different scientific disciplines. Optimal learning techniques, such as active learning, interleaving topics and conditions, and recall, can greatly enhance the speed and effectiveness with which students achieve this type of…
Descriptors: Undergraduate Students, Graduate Students, Physiology, Educational Games
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Daniel Jato-Espino; Marta Vila-Cortavitarte; Jorge Rodriguez-Hernandez; Daniel Castro-Fresno – Journal of Civil Engineering Education, 2024
Gamification has emerged in recent years as an application of game mechanics to improve learning processes through increased motivation and engagement. Civil engineering is a suitable field for gamification because it encompasses a variety of areas involving both management and fieldwork tasks. To gain insight into the use of gamified approaches…
Descriptors: Gamification, Civil Engineering, Engineering Education, Computer Simulation
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Silvia Sipone; Victor Abella; Marta Rojo; José Luis Moura – Journal of New Approaches in Educational Research, 2025
Gamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users' experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities to teach primary school pupils about sustainable mobility.…
Descriptors: Gamification, Elementary School Students, Educational Games, Grade 5
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Mortaza Zare; Joseph Stauffer; Mina Alinejadfarshi – Management Teaching Review, 2025
This article discusses the benefits of using "Mafia"--a fun, interactive, low-cost, and easy-to-learn role-playing game--to explore organizational behavior (OB) topics. We explain how "Mafia" can be used in the classroom to discuss OB topics, including dynamics of teamwork, disagreement and conflict, decision-making, trust,…
Descriptors: Experiential Learning, Educational Games, Role Playing, Administrator Education
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Klára Kelecsényi; Éva Osztényiné Krauczi; Attila Végh – International Journal of Mathematical Education in Science and Technology, 2025
The study examines the levels of understanding logarithmic expressions within the frames of a mathematical card game. The game is based on the popular card game Saboteur. In this paper, we analyse the progress of a group of six undergraduate students participating in a remedial course using games for recalling some fundamental mathematical…
Descriptors: Educational Games, Numbers, Mathematics Instruction, Undergraduate Students
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