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Cloft, Kristal – Mathematics Teacher, 2018
Many ways exist to engage students without detracting from the mathematics. Certainly some are high-tech options, such as video games, online trivia sites, and PowerPoint® presentations that follow the same model as Jeopardy; but sometimes low-tech options can be just as powerful. One exciting way to connect with students is by incorporating…
Descriptors: Mathematics Instruction, Learner Engagement, Mathematics Activities, Educational Games
Loon, Mark; Bell, Robin – Journal of Further and Higher Education, 2018
An important challenge in higher education today is the growing tutor-student ratio that diminishes the 'human touch'. As learning and teaching ultimately form an interpersonal process, this will lead to student discontent and impact on their learning. Whilst there is little that teaching practitioners can do in terms of the growing student…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Business Schools
Vallett, David B.; Lamb, Richard; Annetta, Leonard – Journal of Science Education and Technology, 2018
This research represents an unforeseen outcome of the authors' National Science Foundation Innovation Technology Experiences for Students and Teachers (ITEST) program grant in science education. The grant itself focused on the use of serious educational games (SEGs) in the science classroom, both during and after school, to teach science content…
Descriptors: After School Programs, STEM Education, Educational Games, Science Instruction
Demirel, Nurcan – Journal of Education and Training Studies, 2018
Purpose: The purpose of the current study is to investigate the impact of therapeutic recreational gymnastic exercises on basic motor skills of hearing-impaired children aged between 6-9 years. Material and Method: 18 students (12 boys; 6 girls) between the ages of 6-9 years participated in the study. 9 of these students were determined as…
Descriptors: Psychomotor Skills, Children, Hearing Impairments, Athletics
Hung, Aaron Chia Yuan – International Journal of Teaching and Learning in Higher Education, 2018
Gamification, which introduces game mechanics into a non-game setting, has been considered a potential way to improve student learning, motivation, and engagement. Empirical studies of gamification often focus on students' outcomes and/or their perceptions of the gamified system while giving less attention to the rationale behind the…
Descriptors: Educational Games, Teaching Methods, Student Motivation, Learner Engagement
Sarigöz, Okan; Bolat, Yavuz; Alkan, Selçuk – World Journal of Education, 2018
The purpose of this study is to adapt Digital Educational Games Usage Scale (DEGUS) that was developed by Bonanno & Kommers (2008) to Turkish with the companion of a group of university students studying in department of English Teaching. In order for scale items to be the same in terms of language, firstly the translations of the items were…
Descriptors: Foreign Countries, Educational Games, Video Games, Educational Technology
Sevian, Hannah; Couture, Steven – Chemistry Education Research and Practice, 2018
Problem solving is lauded as beneficial, but students do not all learn well by solving problems. Using the resources framework, Tuminaro J., and Redish E. F., (2007), Elements of a cognitive model of physics problem solving: Epistemic games, "Physical Review Special Topics-Physics Education Research," 3(2), 020101 suggested that, for…
Descriptors: Problem Solving, Physics, Science Instruction, Educational Games
Gunbatar, Mustafa Serkan; Karalar, Halit – European Journal of Educational Research, 2018
This study aims to assess the effects of teaching programming with mBlock on self-efficacy perceptions and attitudes considering programming. Particularly, this study tries to research whether there is a gender difference in middle school students or not. The study was conducted in pre-test/post-test quasi experimental design. The participants of…
Descriptors: Foreign Countries, Middle School Students, Student Attitudes, Gender Differences
Cervi-Wilson, Tiziana; Brick, Billy – Research-publishing.net, 2018
Recent developments in mobile technologies have increased the ways in which languages can be learnt, both within and beyond the classroom. Whereas the use of mobile technologies seems to challenge traditional knowledge and skills acquisition, research shows that foreign language study can be enriched through easy access to resources selected to…
Descriptors: Computer Oriented Programs, Italian, Second Language Learning, Handheld Devices
Rachman, Angraeny Unedia – Online Submission, 2018
The purpose of this study was to improve children's cognitive ability of Group A in ECE Yasmin Jember, which was focused on (1) the ability to recognize simple concepts in daily life; (2) the ability to observe and curiosity; (3) the ability to classify; (4) the ability to relate cause and effect. This study was conducted by using qualitative…
Descriptors: Cognitive Ability, Early Childhood Education, Learning Processes, Problem Solving
Gaydos, Matthew – Educational Researcher, 2015
Research suggests that well-designed games can be good for learning under the right conditions. How such games are designed remains poorly understood, as studies have focused more on "whether" games can produce learning than on how such games work or how they can be reliably developed. That is, though the design of a game is considered…
Descriptors: Instructional Design, Educational Games, Definitions, Heuristics
Siegle, Del – Gifted Child Today, 2015
Video games can provide cognitive, motivational, emotional, and social benefits to students when properly implemented in the classroom. Teachers who are well versed in their curriculum can use games to differentiate instruction for gifted and talented students. This article discusses the benefits of gaming in education settings and provides…
Descriptors: Video Games, Educational Technology, Student Motivation, Individualized Instruction
Naik, Nitin – Innovations in Education and Teaching International, 2017
Innovation in learning and teaching is an everyday requirement in contemporary higher education (HE), especially in challenging subjects such as mathematics. Teaching mathematics to students with limited experience of formal mathematical instruction is a good example of a demanding pedagogical undertaking where innovatory practice can help HE…
Descriptors: Mathematics Instruction, Teaching Methods, Instructional Innovation, Educational Games
Gervais, Matthew M. – Field Methods, 2017
Experimental economic games reveal significant population variation in human social behavior. However, most protocols involve anonymous recipients, limiting their validity to fleeting interactions. Understanding human relationship dynamics will require methods with the virtues of economic games that also tap recipient identity-conditioned…
Descriptors: Foreign Countries, Educational Games, Social Networks, Communities of Practice
Sánchez-Carmona, Adrián; Robles, Sergi; Pons, Jordi – Journal of Technology and Science Education, 2017
The students' lack of motivation is a usual problem. The students value more the obtention of the degree than the developing of competences and skills. In order to fight this, we developed a gamification's experience based on merits and leaderboards. The merits are linked to the attainment of skills and competences that students usually do not…
Descriptors: Educational Games, Student Experience, Engineering Education, Performance Based Assessment

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