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Zhang, Shuhan; Wong, Gary K. W.; Chan, Peter C. F. – Education and Information Technologies, 2023
Coding games are widely used to teach computational thinking (CT). Studies have broadly investigated the role of coding games in supporting CT learning in formal classroom contexts, but there has been limited exploration of their use in informal home-based settings. This study investigated the factors that motivated students to use a coding game…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Coding
Sun, Zhiru; Theussen, Amelie – British Journal of Educational Technology, 2023
Simulation games are widely used to teach negotiation skills in political science education. However, existing studies focus on the impact of simulation games on students' knowledge gains and affective changes and largely ignore skill assessment and development in the gaming environment. This study aimed to understand the process of student groups…
Descriptors: Educational Games, Simulation, Political Science, Conflict Resolution
Meyers, Lauren M.; Ripple, Hailey; Bates-Brantley, Kayla; Bobak, Harry; VanderWoude, Tashina; Gadke, Daniel L. – Psychology in the Schools, 2023
Educational institutions are constantly aiming to better meet the academic needs of individuals with disabilities. As more students with disabilities attend postsecondary education settings researchers need to better understand how to apply both academic and behavioral interventions to better serve this population. Group contingencies are widely…
Descriptors: Intellectual Disability, Students with Disabilities, Educational Games, College Students
Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
Tan, Jun Wen; Chong, Darren Kai Siang; Ng, Kian Bee; Car, Lorainne Tudor; Mogali, Sreenivasulu Reddy – Anatomical Sciences Education, 2023
Serious games may resolve problems relating to low motivation in complex medical topics such as anatomy. However, they remain relatively novel introductions to the science of learning, and further research is required to ascertain their benefits. This study describes the overall development and testing of a digital serious boardgame designed to…
Descriptors: Educational Games, Electronic Learning, Anatomy, Self Determination
Lu, Linxi; Vasilyeva, Marina; Laski, Elida V. – Developmental Psychology, 2023
Given the established role of parental talk in the growth of math knowledge in preschoolers, there has been an increasing focus on identifying ways to promote parental math talk at this stage of child development. The current study investigated how parental math talk is affected by features of play materials and contexts. The features were…
Descriptors: Play, Mathematics Instruction, Parent Child Relationship, Child Development
Pinto, Alon; Cooper, Jason – ZDM: Mathematics Education, 2023
Tertiary mathematics has a central place in teacher education, yet in recent years there is growing evidence that realizing its potential affordances in secondary mathematics teaching is far from trivial. Research suggests that utilizing tertiary mathematics in secondary teaching requires interweaving it with knowledge for teaching secondary…
Descriptors: Mathematics Instruction, Higher Education, Probability, Teacher Education Programs
Lin, Naomi T.; Molgaard, Monica; Wishard Guerra, Alison; Cohen, Shana – Journal of Early Childhood Research, 2023
The home is an important setting for young children's learning and development. We examined home literacy practices and technology usage among families with children ages 5-6 years old (N = 47) before as compared to during COVID-19 with bivariate analyses. Variations by household income were also investigated. Parents completed surveys on home…
Descriptors: Young Children, Literacy, Technology, COVID-19
Gao, Yuchan; Gee, Elisabeth – International Journal of Game-Based Learning, 2023
The game-mediated second and foreign language (GML2) field investigates how games can be used in facilitating L2 teaching and learning. This review explores how researchers define and differentiate among GML2 practices. A total of 51 publications from 2010 to 2021 were analyzed, revealing that only 40% of the publications defined GML2 practices,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Janyarat, Sirirat – Shanlax International Journal of Education, 2023
The objectives of this research were (1) to study the satisfaction of higher education students towards learning management by using Educational Boardgame in personality development course, (2) to compare the learning achievement of the students both the experimental group and the control group in before and after the learning management period by…
Descriptors: Foreign Countries, College Students, Student Satisfaction, Program Effectiveness
Ezezika, Obidimma; Fusaro, Maria; Rebello, James; Aslemand, Asal – Journal of Biological Education, 2023
We developed an analog board game, "BioRacer" to further student learning in the field of public health biology and assessed its impact on learning by conducting a mixed method study. The purpose was to ascertain whether and how gaming could be a valuable learning experience for students in a lower year level undergraduate course in…
Descriptors: Biology, Science Education, Public Health, Educational Games
Montagnani, Stefano; Stefanel, Alberto; Chiofalo, Maria Luisa Marilù; Santi, Lorenzo; Michelini, Marisa – Physics Education, 2023
Teaching and learning quantum mechanics is one of the most demanding educational and conceptual challenges, in particular in secondary schools where students do not possess an adequate mathematical background to effectively support the description of quantum behaviour. Educational research shows that traditional approaches, generally based on…
Descriptors: Quantum Mechanics, Secondary School Science, High School Students, Scientific Concepts
Quintas, Alejandro; Bustamante, Juan-Carlos – Physical Education and Sport Pedagogy, 2023
Background: Exergames are a new socio-technological phenomenon consisting of digital motor games that aim to stimulate players' motor skills. The physical-motor component of exergames has been well studied, but knowing more about their possible psychological effects in the school context is interesting to promote physical exercise practice.…
Descriptors: Gamification, Educational Games, Video Games, Psychomotor Skills
Wehmanen, Kyle W.; Cottet-Puinel, Felix E.; Hampton, Tyler C.; Hamlin, Gwyn T.; Wedig, Isaac J.; Elmer, Steven J. – Advances in Physiology Education, 2023
We developed a hands-on activity using the game Jenga to demonstrate the links between health behaviors, chronic and infectious diseases, and community well-being and resilience. For the activity, K-12 students worked together in small teams (4-8 students) and were given two Jenga towers ("tower A" and "tower B"), each…
Descriptors: Elementary School Students, Secondary School Students, Health Behavior, Resilience (Psychology)
Yañez, Alma Gloria Barrera; Alonso-Fernández, Cristina; Fernández-Manjón, Baltasar – Education and Information Technologies, 2023
Violence and discrimination against women are serious problems that affect today's society regardless of culture or social environment. Educational and government programs addressing these gender issues are difficult to scale up, insufficient or, in some cases, nonexistent. Digital resources can contribute to address discrimination against women…
Descriptors: Sex Fairness, Video Games, Computer Oriented Programs, Simulation

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