Publication Date
| In 2026 | 0 |
| Since 2025 | 237 |
| Since 2022 (last 5 years) | 1209 |
| Since 2017 (last 10 years) | 2931 |
| Since 2007 (last 20 years) | 5052 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 1623 |
| Teachers | 991 |
| Students | 129 |
| Researchers | 89 |
| Parents | 78 |
| Media Staff | 23 |
| Administrators | 20 |
| Policymakers | 12 |
| Community | 9 |
| Counselors | 7 |
| Support Staff | 2 |
| More ▼ | |
Location
| Turkey | 176 |
| Taiwan | 158 |
| Australia | 150 |
| Canada | 105 |
| Spain | 86 |
| United Kingdom | 84 |
| China | 79 |
| Indonesia | 75 |
| Germany | 72 |
| California | 66 |
| Brazil | 61 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 11 |
| Meets WWC Standards with or without Reservations | 19 |
| Does not meet standards | 6 |
Susie Gronseth; Amani Itani; Kathryn Seastrand; Bettina Beech; Marino Bruce; Thamar Solorio; Ioannis Kakadiaris – Journal of Interactive Learning Research, 2025
This study examines the design, implementation, and evaluation of a Digital Educational Escape Room (DEER) titled "Escape from the Doctor's Office," developed to enhance artificial intelligence/machine learning (AI/ML) literacy. Grounded in constructivist pedagogy and behaviorist principles, the DEER was designed using the ADDIE…
Descriptors: Educational Games, Artificial Intelligence, Technological Literacy, Teamwork
Somkiat Kongthanajindasiri; Manop Sungkaew; Benchaporn Sawangsri – Journal of Education and Learning, 2025
In this study, we aimed to develop an active play learning model to enhance cognitive thinking skills in elementary school students. We employed a qualitative research methodology, targeting health and physical education teachers from schools in Suphan Buri Province in Thailand. We collected data through individual surveys and indepth interviews…
Descriptors: Foreign Countries, Play, Executive Function, Elementary School Students
Milene Oliveira; Melisa Stevanovic – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2025
Speakers may resort to different inferences and expectations in intercultural encounters. These expectations are influenced by speakers' socialization processes in speech communities and networks, as well as by the local interactional demands and power dynamics in the communicative situation. While interactional sociolinguistic studies have…
Descriptors: Intercultural Communication, Prosocial Behavior, Computer Simulation, German
Neslihan Erbasi; Süleyman Alpaslan Sulak – International Journal of Modern Education Studies, 2025
The aim of this study is to examine the attitudes of high school students towards mind and intelligence games and how these attitudes differ based on various variables. The study population consists of 800 students studying in different departments at Konya Selçuklu Türk Telekom Vocational and Technical Anatolian High School during the 2023-2024…
Descriptors: High School Students, Student Attitudes, Student Characteristics, Foreign Countries
Rui Leitão; Shige Yao; Laura Guimarães – Education and Information Technologies, 2025
Over the past decade, research has stressed the necessity of increasing ocean teaching in formal and informal education by addressing ocean literacy dimensions. Although board games have emerged as an affordable and accessible option for immersive learning experiences, limited empirical evidence demonstrates their effectiveness in enhancing…
Descriptors: Educational Games, Marine Education, Oceanography, Teaching Methods
Shawn Loewen, Editor; Frederick J. Poole, Editor; Hyun-Bin Hwang, Editor; Matthew D. Coss, Editor – Language Learning & Language Teaching, 2025
This book brings together a team of leading international scholars to explore the rich inter-section of technology and second language (L2) learning and teaching. This innovative volume offers a unique blend of cutting-edge empirical research, pedagogy-informed perspectives, and practical applications for educators, administrators, and researchers…
Descriptors: Educational Technology, Technology Uses in Education, Second Language Learning, Second Language Instruction
Ofosu-Ampong, Kingsley – Journal of Educational Technology Systems, 2020
This article examines gamification literature on education since 2011. Using highlighted themes from Kirriemuir and McFarlane's review on games and education as a starting point, the study identified 32 published papers. Furthermore, the study evaluated and identified previous conceptual and methodological approaches for evaluating gamification in…
Descriptors: Game Based Learning, Educational Games, Educational Trends, Educational Research
Tsikinas, Stavros; Xinogalos, Stelios – Education and Information Technologies, 2020
Designing serious games (SGs) for people with intellectual disability (ID) and autism spectrum disorder (ASD), requires proper planning and decision making. In this article, a proposal of a serious games design framework (GDF) that aims to assist designers and special education teachers and professionals develop successful SGs for people with ID…
Descriptors: Autism, Pervasive Developmental Disorders, Intellectual Disability, Games
Koupritzioti, Dimitra; Xinogalos, Stelios – Education and Information Technologies, 2020
Serious games or educational games have attracted the interest of instructors and researchers for several years. In the field of education, serious games are being used for motivating students, attracting their interest in cognitively demanding fields and making the teaching and learning process more fun. Moreover, learning through implementing…
Descriptors: Educational Games, Mathematics Activities, Mathematics Education, Programming
Kolic-Vehovec, Svjetlana; Smojver-Ažic, Sanja; Martinac Dorcic, Tamara; Roncevic Zubkovic, Barbara – Journal of Computer Assisted Learning, 2020
The aim of the study was to test the effectiveness of a serious game in improving the helping behaviours of bystanders in bullying situations by using a multimethod approach. Students (N=345, aged 12 to 14) participated in an experimental study with one experimental and two control groups. Before and after playing the game, all students completed…
Descriptors: Bullying, Educational Games, Behavior Change, Early Adolescents
Inayah, Arih Afra; Zubaidah, Enny – Journal of Education and Learning (EduLearn), 2020
Thematic learning, especially thematic integrative, basically requires the optimization of the use of varied learning media so that it will help students in understanding the concepts of material which are abstract. Therefore, the use of learning media is important in learning. This study aims to reveal: 1) the eligibility of Dakon-themed game…
Descriptors: Educational Games, Personality Traits, Elementary School Students, Thematic Approach
Fadhli, Muhibuddin; Brick, Billy; Setyosari, Punaji; Ulfa, Saida; Kuswandi, Dedi – International Journal of Instruction, 2020
A Meta-analysis of selected studies on the effectiveness of gamification method for children. Multiple gamification methods are used to motivate students to improve their learning outcomes. Yet, this method is still very rarely used in learning for children aged 6-10 years. This systematic review and meta-analysis aim to objectively determine the…
Descriptors: Instructional Effectiveness, Teaching Methods, Educational Games, Children
Power, Jason; Lynch, Raymond; McGarr, Oliver – British Journal of Educational Technology, 2020
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining…
Descriptors: Self Efficacy, Educational Games, Instructional Effectiveness, Learner Engagement
Larson, Kristi – TechTrends: Linking Research and Practice to Improve Learning, 2020
Gamification is the concept of leveraging the psychological predisposition to engage in gaming, using mechanisms that game designers have applied in making video games, as a potential means to make real world activities more engaging. A serious game is a game designed for a primary purpose beyond that of pure entertainment. The influence of games…
Descriptors: Educational Games, Corporate Education, Workplace Learning, Educational Benefits
Tahir, Rabail; Wang, Alf Inge – Electronic Journal of e-Learning, 2020
Educational games are now seen as effective learning tools. However, there is a gap in the literature regarding the core dimensions of Game-based learning (GBL) for comprehensive design, analysis, and evaluation due to inconsistent use of elements. The literature on GBL reports an extensive diversity of elements used for the design and evaluation…
Descriptors: Educational Games, Game Based Learning, Instructional Design, Instructional Material Evaluation

Peer reviewed
Direct link
