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Rachmatullah, Arif; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Mott, Bradford; Lester, James; Wiebe, Eric – Journal of Science Education and Technology, 2021
This study examined students' genetics learning in a game-based environment by exploring the connections between the expectancy-value theory of achievement motivation and flow theory. A total of 394 secondary school students were recruited and learned genetics concepts through interacting with a game-based learning environment. We measured their…
Descriptors: Models, Secondary School Students, Genetics, Game Based Learning
Lo´pez-Ferna´ndez, Mari´a del Mar; Gonza´lez-Garci´a, Francisco; Franco-Mariscal, Antonio Joaqui´n – Journal of Chemical Education, 2021
The social dimension of chemistry is relevant and present in numerous socio-scientific issues, for example, the use of plastics. These issues can be covered at school by implementing strategies such as role-playing, which allow different perspectives to be understood, thereby helping to promote changes in attitude. This paper presents a…
Descriptors: Plastics, Chemistry, Educational Games, Role Playing
Bora, Simona Floare – RELC Journal: A Journal of Language Teaching and Research, 2021
Helping second language (L2) learners to enhance their oral skills is vitally important, and pedagogical approaches are often seen as challenging when offering learners chances to successfully develop them. This article shares the experiences of a class of final-year high-school Italian learners (n =10) who learned English using theatre plays both…
Descriptors: Drama, Second Language Learning, Second Language Instruction, Student Attitudes
Rahmawati, Anis – Journal of Turkish Science Education, 2018
This study aimed to design an innovative learning media (i.e., Macromedia Flash program) for Structural Analysis subjects at Secondary Vocational Building Engineering School to improve students' learning outcomes. In the design process, the current study included such stages as defination, design, expert validation, pilot-test, and dissemination.…
Descriptors: Computer Games, Educational Games, High School Students, Vocational Education
Yildiz, Cemalettin; Karadeniz, Mihriban Hacisalihoglu – European Journal of Science and Mathematics Education, 2018
In this study, it is aimed to examine the perceptions of prospective mathematics teacher about the concept of "intelligent games" through metaphors. Phenomenology method was used in the research. The participants of the research consisted of a total of 218 prospective teachers who studied in Department of Elementary School Mathematics…
Descriptors: Mathematics Teachers, Mathematics Instruction, Figurative Language, Preservice Teachers
Terras, Melody M.; Boyle, Elizabeth A.; Ramsay, Judith; Jarrett, Dominic – British Journal of Educational Technology, 2018
Serious Games (SG) are increasingly used to deliver education and training to support well-being, social skills, independent living and online safety. This presents opportunities and challenges for users, developers and educational providers to ensure their benefits are available to all. People with intellectual disability (ID) experience high…
Descriptors: Intellectual Disability, Educational Games, Teaching Methods, Educational Technology
Klubal, Libor; Kostolányová, Katerina; Gybas, Vojtech – ICTE Journal, 2018
This paper attempts to respond to the use of the elements of gamification in education. With the help of research papers, we have chosen three different systems in which the elements of gamification are included and we have focused on their use in education.
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Integrated Learning Systems
Roush, Justin R.; Johnson, Bruce K. – Journal of Economic Education, 2018
The authors of this article describe an adaptation of the rent-seeking game by Goeree and Holt (1999) to the recruiting of athletes by NCAA Division I football and basketball teams. Students engage in an effort-based lottery, i.e., recruiting to sign a blue-chip prospect. The winner gets the prize--the player's marginal revenue product in excess…
Descriptors: College Athletics, College Students, Student Recruitment, Athletes
Waddington, Jonathan; Linehan, Conor; Gerling, Kathrin; Williams, Cathy; Robson, Leonie; Ellis, Richard; Hodgson, Timothy – Journal of Visual Impairment & Blindness, 2018
Introduction: Rehabilitation can improve visual outcomes for adults with acquired homonymous visual field loss. It is unclear, however, whether rehabilitation improves visual outcomes for children because previous training schedules have been tiresome, uninteresting, and have failed to keep them engaged. In this study, we assessed whether children…
Descriptors: Visual Impairments, Children, Young Adults, Adolescents
Lemon, Ruth; Durham, Rich – set: Research Information for Teachers, 2018
If "The New Zealand Curriculum" vision statement is aiming for students "who will work to create an Aotearoa New Zealand in which Maori and Pakeha recognise each other as full Treaty partners, and in which all cultures are valued for the contributions they bring," then we need to teach accurate understandings of historical…
Descriptors: Foreign Countries, Design, Social History, Pacific Islanders
Frydenberg, Mark; Yates, David J.; Kukesh, Julie S. – Information Systems Education Journal, 2018
As industry embraces the agile methodology for application development, universities are shifting their curricula to teach agile principles along with traditional waterfall concepts. This paper describes a simulation game offered to students in a first-year computing concepts course to introduce both models of application development. Students…
Descriptors: Simulation, Educational Games, Computer Science Education, Introductory Courses
Jeremiassen, Kathleen S. – ProQuest LLC, 2018
The purpose of this sequential mixed methods study was to explore differences in students' STEM identities, game play motivations, and game preferences. The need to grow and support STEM education and careers in the U. S. is a widely-held concern for those in leadership, industry, and education. A purposeful sample of 167 9th grade-12th grade…
Descriptors: STEM Education, Educational Games, Video Games, High School Students
Lameras, Petros; Arnab, Sylvester; Dunwell, Ian; Stewart, Craig; Clarke, Samantha; Petridis, Panagiotis – British Journal of Educational Technology, 2017
This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned,…
Descriptors: Educational Games, Instructional Design, Higher Education, Learning Processes
Engerman, Jason A.; Carr-Chellman, Alison – Educational Technology, 2017
This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…
Descriptors: Video Games, Cultural Context, Educational Games, Educational Technology
Remmele, Bernd – International Journal of Game-Based Learning, 2017
The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…
Descriptors: Play, Educational Games, Student Motivation, Negative Attitudes

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