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Rodríguez-Negro, Josune; Yanci, Javier – Educational Psychology, 2022
The aim of this study was to investigate the effects of two different physical education intervention programmes on cognitive functions (i.e. creativity, attention and impulse control) in primary education students. These dimensions were measured in 168 children (8-12 years) before and after two 8-week intervention programmes with different…
Descriptors: Physical Education, Elementary School Students, Teaching Models, Cognitive Ability
Çar, Bekir; Ahraz, Aziz Onurhan – International Journal of Progressive Education, 2022
This study is conducted so as to investigate the relationship between secondary school students` digital game awareness(SDGA) and participation motivation to physical activity (PMPA). 456 female and 241 male secondary school students studying in the Keçiören district of Ankara participated voluntarily. Personel information form, Digital Game…
Descriptors: Foreign Countries, Secondary School Students, Computer Games, Video Games
Raising Insects with an Application to Enhance Students' Self-Confidence in Interacting with Insects
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Ye, Jian-Hong – Interactive Learning Environments, 2022
Insect phobia may last for a lifetime and needs to be overcome. This study aimed to design an application, Insect Garden, for students to learn about and experience how to raise four types of insect: Giant Asian Mantis, Japanese Rhinoceros Beetle, Formosan Stag Beetle, and Seven-Spotted Ladybug. It also investigated how the players'…
Descriptors: Grade 8, Middle School Students, Entomology, Extraversion Introversion
Rahayu, Chika; Putri, Ratu Ilma Indra; Zulkardi; Hartono, Yusuf – Journal on Mathematics Education, 2022
This research aimed to generate a learning trajectory in an introduction to early mathematics, precisely to measure learning using educational games and Realistic Mathematics Education (RME) and to describe young children's curiosity in learning early mathematics. Children need to have an understanding to take a measurement and use a learning…
Descriptors: Game Based Learning, Educational Games, Mathematics Education, Learning Processes
Williams, John; Pill, Shane – Journal of Teaching in Physical Education, 2022
Purpose: Self-study is used to report Author 1's attempts at introducing Asian games in teaching a new unit as part of physical education teacher education at an Australian university. Method: Author 1's diary and reflective journal extracts as well as contemporary and historical documents were our data sources. Critical incidents were identified…
Descriptors: Physical Education Teachers, Preservice Teachers, Educational Games, Foreign Countries
Ye, Xiaozhen; Backlund, Per; Ding, Jianguo; Ning, Huansheng – IEEE Transactions on Learning Technologies, 2020
The extensive use of simulation-based serious games (SSGs) has made a revolution in educational techniques. As a potentially significant feature for SSG design and evaluation, the term fidelity (the similarity between an SSG and its real reference) emerges and attracts increasing attention. The study of fidelity not only benefits the design,…
Descriptors: Fidelity, Simulation, Educational Games, Literature Reviews
Hung, Hsiu-Ting; Yang, Jie Chi; Tsai, Yi-Chin – Educational Technology & Society, 2020
Learning through designing digital games has recently emerged as a potential approach for school learners to boost their literacy development and learning in and across disciplines. However, existing knowledge on this relatively new approach is still fragmented, and little is known about its implementation features, associated learning…
Descriptors: Educational Games, Computer Games, Video Games, Design
van Groen, Maaike M.; Eggen, Theo J. H. M. – Journal of Applied Testing Technology, 2020
When developing a digital test, one of the first decisions that need to be made is which type of Computer-Based Test (CBT) to develop. Six different CBT types are considered here: linear tests, automatically generated tests, computerized adaptive tests, adaptive learning environments, educational simulations, and educational games. The selection…
Descriptors: Computer Assisted Testing, Formative Evaluation, Summative Evaluation, Adaptive Testing
Özhan, Seyma Çaglar; Kocadere, Selay Arkün – Journal of Educational Computing Research, 2020
This study aimed to examine the factors that explain academic success in a gamified online learning environment considering flow, emotional engagement, and motivation. The gamified online learning environment was used by 40 undergraduate students, and the data gathered from them. A hypothetical path model showing the interaction of variables with…
Descriptors: Undergraduate Students, Educational Games, Video Games, Psychological Patterns
Ke, Fengfeng; M. Clark, Kathleen – International Journal of Science and Mathematics Education, 2020
This mixed-method study aims to explore the feasibility of using the game-based, multimodal representation of mathematical problems to support middle school students' practice and performance of math problem representation and solving. A three-dimensional architectural simulation game, called E-Rebuild, was developed to engage students in…
Descriptors: Middle School Students, Mathematics Education, Educational Games, Problem Solving
Gulz, Agneta; Londos, Ludvig; Haake, Magnus – International Journal of Artificial Intelligence in Education, 2020
This study investigated how preschool children processed and understood critical information in Magical Garden, a teachable agent-based play-&-learn game targeting early math. We analyzed 36 children's (ages 4-6 years) real-time behavior during game-use to explore whether children: (i) processed the information meant to support number sense…
Descriptors: Preschool Children, Educational Games, Mathematics Instruction, Preschool Education
Sailer, Michael; Homner, Lisa – Educational Psychology Review, 2020
This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes. Results from random effects models showed significant small effects of gamification on cognitive (g = 0.49, 95% CI [0.30, 0.69], k = 19, N = 1686), motivational (g = 0.36, 95% CI…
Descriptors: Educational Games, Game Based Learning, Cognitive Processes, Student Motivation
Michael Horn; Pryce Davis; Amartya Banerjee; Reed Stevens – International Journal of Designs for Learning, 2020
Confronting issues of global climate change will require creative approaches to energy consumption across a range of human activities. This design case looks at the evolution of a physical/digital hybrid board game that we created to encourage families to reflect on household energy consumption and environmental sustainability. Design in this…
Descriptors: Game Based Learning, Energy Conservation, Climate Control, Educational Games
York, James; Poole, Frederick J.; deHaan, Jonathan W. – Foreign Language Annals, 2021
In this paper, we argue that current research on games in language education, predominantly framed as "digital game-based language learning" (DGBLL), is lacking details regarding the role of teachers, or more precisely, the verbalization of the pedagogical underpinnings, scaffolds, and techniques teachers use to successfully integrate…
Descriptors: Educational Games, Teaching Methods, Game Based Learning, Second Language Learning
Vanbecelaere, Stefanie; Cornillie, Frederik; Sasanguie, Delphine; Reynvoet, Bert; Depaepe, Fien – British Journal of Educational Technology, 2021
Adaptive educational games provide new opportunities to train early numerical skills. However, empirical evidence for the effectiveness of adaptive educational games is scarce. This study investigated the effectiveness of an adaptive game compared to a nonadaptive game in terms of cognitive, noncognitive and efficiency outcomes. In total, 84…
Descriptors: Instructional Effectiveness, Educational Games, Mathematics Instruction, Numeracy

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