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López Carrillo, Dolores; Calonge García, Amelia; Rodríguez Laguna, Teresa; Ros Magán, Germán; Lebrón Moreno, José Alberto – Electronic Journal of e-Learning, 2019
Pre-service teachers frequently express negative prejudices towards science and the methodologies traditionally used during their training. Gamification is a booming technology based on combining the psychological aspects, mechanics and dynamics of a game in non-ludic environments. The use of gamification has shown good outcomes in terms of…
Descriptors: Preservice Teachers, Teaching Methods, Instructional Innovation, Educational Games
Chen, Xingliang; Mitrovic, Antonija; Mathews, Moffat – International Journal of Artificial Intelligence in Education, 2019
Agency refers to the level of control the student has over learning. Most studies on agency in computer-based learning environments have been conducted in the context of educational games and multimedia learning, while there is little research done in the context of learning with Intelligent Tutoring Systems (ITSs). We conducted a study in the…
Descriptors: Problem Solving, Intelligent Tutoring Systems, Educational Games, Independent Study
Bracco, Elizabeth; Lodewyk, Ken; Morrison, Hayley – Curriculum Studies in Health and Physical Education, 2019
This case study served to investigate six adolescent girls', who were identified as disengaged in physical education (PE), feelings about their experiences in a Teaching Games for Understanding (TGfU) unit and how TGfU might support their engagement in PE. A two-week (6-lesson) TGfU territorial games unit was taught by a guest instructor. Data…
Descriptors: Case Studies, Females, Educational Experience, Physical Education
Jayaraman, J. D.; Jambunathan, Saigeetha; Adesanya, Regina – Education 3-13, 2019
This study compared the financial literacy and teaching practices of 82 early and elementary teachers in India and US using a 43-item survey. Analysis showed that financial literacy of Indian teachers was lower than their American counterparts. Teachers in India enjoyed teaching financial literacy more than teachers in the US. Indian teachers…
Descriptors: Money Management, Classroom Techniques, Worksheets, Teaching Methods
Girmen, Pinar; Kaya, Mehmet Fatih – International Journal of Instruction, 2019
The purpose of this research is to enrich the process of developing the basic language skills of 4th grade students with digital story activities and games based on the Flipped Classroom Model (FCM). This study was conducted with 4th grade students in a Turkish course. It was based on action research. The Turkish courses were prepared according to…
Descriptors: Blended Learning, Turkish, Teaching Methods, Learning Processes
Hoover, Jennifer Lauren – ProQuest LLC, 2019
Some approaches to teaching mathematics have led to decreased student motivation. Gamification is an application of game elements within nongame settings. While gamification may increase motivation in other contexts, its effective use in digital mathematics instruction to motivate elementary students is undetermined. Based on the constructs of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Game Based Learning
Michelle Torok; Victoria Rasmussen; Quincy Wong; Aliza Werner-Seidler; Bridianne O'Dea; John Toumbourou; Alison Calear – Australian Journal of Education, 2019
Childhood emotional and behavioural problems can indicate a higher risk of developing mental illness in adolescence and beyond. Schools provide an appropriate setting in which to deliver universal preventions to improve well-being and protect against early risks for mental health disorder. However, interventions can often be difficult to implement…
Descriptors: Emotional Problems, Behavior Problems, At Risk Persons, Mental Disorders
Smith, Hannah; Closser, Avery H.; Ottmar, Erin; Arroyo, Ivon – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
The Game Play and Design Framework is a project-based instructional method to engage teachers and students with mathematics content by utilizing technology as a vehicle for game play and creation. In the authors' prior work, they created a technology tool and game editing platform, the Wearable Learning Cloud Platform (WLCP), which enables…
Descriptors: Computation, Mathematics Instruction, Mathematics Skills, Knowledge Level
Effrosyni, Bisiri – Language Teaching Research Quarterly, 2020
Placing young learners at the center of the teaching attention and learning process is considered to be of high importance in the teachers' attempt to help them be motivated to participate in the learning activities (Holderness, 1991, p.19). Towards that goal, young learners' characteristics such as imagination, creativity, curiosity and love for…
Descriptors: Teaching Methods, Alternative Assessment, Learning Processes, Multicultural Education
Yuzkiv, Halyna I.; Ivanenko, Iryna M.; Marchenko, Nataliia V.; Kosharna, Natalia V.; Medvid, Natalia S. – International Journal of Higher Education, 2020
The advanced pedagogical experience testifies to the presence of a number of methods in the practice of teaching language disciplines used by teachers during profile training at school or other educational institutions. With the development of modern information technologies, the role of traditional methods of studying language disciplines in the…
Descriptors: Teaching Methods, Profiles, Information Technology, Second Language Learning
Su, Rui; Guo, Lingfeng; Tang, Honghong; Ye, Peixia; Zhang, Shen; Xiao, Yao; Liu, Wenli; Liu, Chao – Sex Education: Sexuality, Society and Learning, 2020
Many studies have confirmed the positive effects of comprehensive sexuality education on the development of children's sexuality, such as the acquisition of sexual health knowledge. However, little is known about the impact of comprehensive sexuality education on children's social development, although several core aspects of the approach stress…
Descriptors: Sexuality, Sex Education, Social Development, Comparative Analysis
Newton, Kristie J.; Leonard, Jacqueline; Buss, Alan; Wright, Christopher G.; Barnes-Johnson, Joy – Journal of Research on Technology in Education, 2020
This mixed methods study examined how engagement in robotics and game design influenced students' self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students' self-efficacy scores on…
Descriptors: Robotics, STEM Education, Self Efficacy, Student Attitudes
Zirawaga, Victor Samuel; Olusanya, Adeleye Idowu; Maduku, Tinovimbanashe – Journal of Education and Practice, 2017
The use of current and emerging tools in education is becoming a blistering topic among educators and educational institutions. Gaming in education may be viewed as an interference to learning but its role in education is to increase students' motivation and engagement, to enhance visual skills, to improve students' interaction and collaboration…
Descriptors: Educational Games, History Instruction, Program Implementation, Instructional Design
Song, Donglei; Tavares, Adriano; Pinto, Sandro; Xu, Hao – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Over the past few decades, many researchers have tested course designs that may better engage students in developing countries, accommodate for Millennials' desires to learn and teach at will, and teach students the skills they need for their first jobs. The vision of this paper for a web design course seeks to address these issues for engineering…
Descriptors: Engineering Education, Educational Games, Computer Science Education, Electronic Learning
Liu, Zhongxiu; Zhi, Rui; Hicks, Andrew; Barnes, Tiffany – Computer Science Education, 2017
Debugging is an over-looked component in K-12 computational thinking education. Few K-12 programming environments are designed to teach debugging, and most debugging research were conducted on college-aged students. In this paper, we presented debugging exercises to 6th-8th grade students and analyzed their problem solving behaviors in a…
Descriptors: Problem Solving, Middle School Students, Student Behavior, Programming

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