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Hammer, Jessica; Davidson, Drew – Educational Technology, 2017
Culture can be understood as systems that produce and reproduce meaning, or as stable sets of meanings within a community. The authors illustrate how educational games produce and reproduce meaning, both related to the content being addressed and about the educational process itself. Educational games also rely on shared meanings and norms, which…
Descriptors: Educational Games, Alignment (Education), Cultural Education, Values Education
Yoshimura, Christina G. – Communication Teacher, 2017
Courses: Communication and Conflict. Objectives: Through the use of a game-based framework, students will build intrinsic motivation to engage with course material and course content, and will engage their critical-thinking, problem-solving, and communication skills in relation to conflict management over the length of the course. A list of…
Descriptors: Educational Games, Conflict, Student Motivation, Critical Thinking
Kuhn, Jeff; Stevens, Vance – TESOL Journal, 2017
As computer-based game use grows in classrooms, teachers need more opportunities for professional development aimed at helping them to appropriately incorporate games into their classrooms. Teachers need opportunities not only to learn about video games as software but also about video games as culture. This requires professional development that…
Descriptors: Computer Games, Educational Games, Video Games, Faculty Development
de Castro-Santos, Amable; Fajardo, Waldo; Molina-Solana, Miguel – International Association for Development of the Information Society, 2017
Our students taking the Artificial Intelligence and Knowledge Engineering courses often encounter a large number of problems to solve which are not directly related to the subject to be learned. To solve this problem, we have developed a game based e-learning system. The elected game, that has been implemented as an e-learning system, allows to…
Descriptors: Electronic Learning, Educational Games, Artificial Intelligence, Computer Science Education
Chad Littlefield; Heather Toomey Zimmerman – International Journal of Designs for Learning, 2017
This paper explores the development of "We! Connect Cards," a card-based learning tool intended to support interpersonal relationships across various workplace and learning settings. The designed artifact is a card deck containing 60 cards with a question on the front and an action on the back. We discuss the development process of…
Descriptors: Educational Games, Work Experience Programs, Teamwork, Interpersonal Relationship
Butler, Deirdre; Brown, Mark; Críosta, Gar Mac – International Association for Development of the Information Society, 2016
This paper describes a unique project known as MindRising Games. It reports how the innovative use of Minecraft™ combined with the principles of mindfulness and meaningful learning contributed to rich digital story telling. MindRising Games was a competition, which was part of the 100-year commemoration of the Easter Rising, designed to celebrate…
Descriptors: Metacognition, Learning, Competition, Story Telling
Wang, Xianhui; Xing, Wanli – Journal of Educational Computing Research, 2022
This study explored youth with Autism Spectrum Disorder (ASD) learning social competence in the context of innovative 3D virtual learning environment and the effects of gaming as a central element of the learning experience. The empirical study retrospectively compared the social interactions of 11 adolescents with ASD in game-and nongame-based 3D…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Competence, Social Development
Zhang, Ruofei; Zou, Di; Xie, Haoran – Computer Assisted Language Learning, 2022
Spaced repetition has been widely implemented and examined in mobile-assisted word learning as an important learning strategy. However, the nature of spaced repetition by commercial word-learning apps and the factors leading to the favoured mobile-assisted spaced repetition have yet to be investigated in authentic contexts. In this study, we coded…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
Jeremy Stoddard; Jais Brohinsky; Derek Behnke; David Shaffer; Codu Marquart; M. Shane Tutweiler; Jason Chen – Grantee Submission, 2022
In this paper, we describe the design for PurpleState, an internship simulation that applies the epistemic game model for informed civic learning. PurpleState places students in the role of interns at a political media firm and asks them to design a media campaign on a state level policy issue. Unlike the use of these models in STEM education,…
Descriptors: Citizenship Education, Educational Games, Teaching Methods, Persuasive Discourse
Rincon-Flores, Elvira G.; Gallardo, Katherina; de la Fuente, Juana María – International Electronic Journal of Mathematics Education, 2018
The present study details the implementation of an improvement process for a gamification activity from a Calculus course for undergraduate students aimed to develop mathematical modeling competencies. The improvement process was studied taking into account three types of data: the results of the students' performance assessment, the…
Descriptors: Educational Innovation, Calculus, Performance, Evaluation Methods
Emblen-Perry, Kay – International Journal of Sustainability in Higher Education, 2018
Purpose: This paper aims to explore the value students place on the sustainable strategies game (SSG) which seeks to improve student engagement in business sustainability through enhanced game-based learning. This game provides an alternative collaborative learning environment to the traditional instructivist approach to enrich Education for…
Descriptors: Foreign Countries, Learner Engagement, Business, Sustainability
Balakrishnan, Sangeetha – Journal of Educational Technology, 2018
Formative assessment--assessment intended to enhance teaching and learning--is an indispensable part of a teacher's tools. As opposed to summative assessment, formative assessment is carried out periodically through the course to get an insight into the students' understanding of the content. Formative assessment is tacit, but planned formative…
Descriptors: Formative Evaluation, Comprehension, Chemistry, Graduate Study
Howard, Melanie A. – Teaching Theology & Religion, 2018
Role-playing games have been a part of scholarly conversations about pedagogy for several decades. However, more work is needed in understanding how gaming pedagogy can best fit with and augment particular disciplines. After providing two examples of role-playing games that have been used successfully in teaching the New Testament, this article…
Descriptors: Role Playing, Religious Education, Teaching Methods, Biblical Literature
Korozi, Maria; Leonidis, Asterios; Ntoa, Stavroula; Arampatzis, Dimitrios; Adami, Ilia; Antona, Margherita; Stephanidis, Constantine – British Journal of Educational Technology, 2018
This paper presents "Home game," a multimodal interactive educational game that supports training in independent living for children with cognitive disabilities. It is intended to be used under the supervision of educators in a rehabilitation center. The game features a variety of exercises that incorporate multimedia, virtual…
Descriptors: Educational Games, Independent Living, Intellectual Disability, Children
Mandanici, Marcella; Altieri, Federico; Rodà, Antonio; Canazza, Sergio – British Journal of Educational Technology, 2018
In the last years, applications based on large-scale responsive environments have risen up as a convincing aid for learning simple as well as complex concepts in a playful way. The full-body interaction that characterizes these environments supports different learning styles and it is particularly fit for inclusion of participants with…
Descriptors: Educational Games, Interaction, Disabilities, Music Education

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