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Vandercruysse, Sylke; Vandewaetere, Mieke; Cornillie, Frederik; Clarebout, Geraldine – Educational Technology Research and Development, 2013
Although educational games have become quite popular in recent research, only a limited number of studies have focused on the effectiveness of these games. While numerous claims have been made about the effectiveness of games, the studies that examine educational effectiveness often contain flaws resulting in unclear conclusions. One possible…
Descriptors: Educational Games, Competition, Teaching Methods, Instructional Effectiveness
Lucht, Martina; Heidig, Steffi – Educational Technology Research and Development, 2013
This article describes HOPSCOTCH, a design concept for an "exer-learning game" to engage elementary school children in learning. Exer-learning is a new genre of digital learning games that combines playing and learning with physical activity (exercise). HOPSCOTCH is a first design concept for exer-learning games that can be applied to…
Descriptors: Foreign Countries, Elementary School Students, Electronic Learning, Computer Games
McConnell, William J.; Dickerson, Daniel – Science and Children, 2013
One game that seems to intrigue almost any child is Angry Birds, a popular video game available on most media devices in which a player uses a slingshot to hurl small, angry birds through the air in hopes they will knock over pigs resting on complex, destructible structures. Presented in this article is a half-day lesson, in which fourth graders…
Descriptors: Science Instruction, Video Games, Elementary School Science, Grade 4
Cuccurullo, Stefania; Francese, Rita; Passero, Ignazio; Tortora, Genoveffa – International Journal of Distance Education Technologies, 2013
The environmental priority requires structural interventions that will be effective in the long period only if they are accompanied by modifications of behaviors, orientations and beliefs, specially investing in the new generations. This paper presents a 3D Virtual World serious game named Pappi World, designed according to pedagogical theories…
Descriptors: Sanitation, Computer Simulation, Simulated Environment, Educational Technology
Stead, Di; Griffiths, Tim – Primary Science, 2013
It is generally accepted that children develop their own ideas about what is happening in their world through what they see with their own eyes. Children often hold ideas that are quite different from acceptable science because they construct alternative meanings from their own individual experiences. The role of the teacher is much more…
Descriptors: Educational Games, Teachers, Video Technology, Science Instruction
Ingram-Goble, Adam – ProQuest LLC, 2013
This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially…
Descriptors: Role Playing, Educational Games, Social Change, Computer Simulation
Roscoe, Rod D.; Snow, Erica L.; McNamara, Danielle S. – Grantee Submission, 2013
This study investigates students' essay revising in the context of an intelligent tutoring system called "Writing Pal" (W-Pal), which combines strategy instruction, game-based practice, essay writing practice, and automated formative feedback. We examine how high school students use W-Pal feedback to revise essays in two different…
Descriptors: Essays, Revision (Written Composition), Intelligent Tutoring Systems, Educational Games
Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce; Ellis, James D.; Bulgren, Janis – Journal of Research on Technology in Education, 2015
Reason Racer is an online, rate-based, multiplayer game that applies specific game features in order to engage middle school students in introductory knowledge of and thinking related to scientific argumentation. Game features include rapid and competitive play, timed performance, immediate feedback, and high rates of response across many…
Descriptors: Middle School Students, Scientific Literacy, Persuasive Discourse, Educational Games
Inan, Mehmet; Dervent, Fatih; Özden, Bülent; Arslantas, Bülent – World Journal of Education, 2015
The purpose of this study was to examine students' responses to the digital and the active version of Angry Birds™ according to students' mathematics grades. The relational screening model was used to reveal the relationship between the students' responses and their math grades. The participants were 26 elementary and secondary school students…
Descriptors: Elementary School Students, Secondary School Students, Student Attitudes, Mathematics Instruction
Salam, Abdus; Hossain, Anwar; Rahman, Shahidur – REDIMAT - Journal of Research in Mathematics Education, 2015
This study investigates the effects of game playing on performance and attitudes of students towards mathematics of Grade VIII. The study was undergone by implementing TGT technique for the experimental group and typical lecture-based approach for the control group. A same achievement test was employed as in both pre-test and post-test, an…
Descriptors: Educational Games, Mathematics Instruction, Secondary School Mathematics, Mathematics Education
Bakker, Marjoke; Van den Heuvel-Panhuizen, Marja; Robitzsch, Alexander – British Journal of Educational Technology, 2015
This paper describes a dataset consisting of longitudinal data gathered in the BRXXX project. The aim of the project was to investigate the effectiveness of online mathematics mini-games in enhancing primary school students' multiplicative reasoning ability (multiplication and division). The dataset includes data of 719 students from 35 primary…
Descriptors: Longitudinal Studies, Web Based Instruction, Educational Games, Mathematics Instruction
Novak, Elena; Tassell, Janet Lynne – British Journal of Educational Technology, 2015
This dataset includes a series of 30 education-related majors' performance measures before and after they completed a 10-hour video game practice in a computer lab. The goal of the experimental study was to examine the effects of action video gaming on students' mathematics performance and mathematics anxiety as mediated by the effect of attention…
Descriptors: Video Games, Drills (Practice), Educational Games, Teaching Methods
Richards, Bedelia; Camuso, Lauren – International Journal of Teaching and Learning in Higher Education, 2015
Although social inequality is critical to the study of sociology, it is particularly challenging to teach about race, class and gender inequality to students who belong to privileged social groups. Simulation games are often used successfully to address this pedagogical challenge. While debriefing is a critical component of simulation exercises…
Descriptors: Cultural Capital, Simulation, Teaching Methods, Social Differences
Sadler, Troy D.; Romine, William L.; Menon, Deepika; Ferdig, Richard E.; Annetta, Leonard – Science Education, 2015
This study explored student learning in the context of innovative biotechnology curricula and the effects of gaming as a central element of the learning experience. The quasi-experimentally designed study compared learning outcomes between two curricular approaches: One built around a computer-based game, and the other built around a narrative…
Descriptors: Biology, Biotechnology, Educational Games, Secondary School Science
Evans, Michael A.; Nino, Miguel; Deater-Deckard, Kirby; Chang, Mido – Asia-Pacific Education Researcher, 2015
This case study uses the Technological Pedagogical Content Knowledge (TPACK) framework to describe how teachers from two contiguous school districts in southwest Virginia implemented "The CandyFactory," an iPad-specific learning game that focuses on pre-algebraic concepts, particularly fraction knowledge. As a result of this…
Descriptors: Case Studies, Pedagogical Content Knowledge, Technological Literacy, School Districts

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