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Anjelica B. Hart – ProQuest LLC, 2021
This qualitative research study explored the procedures and instructional practices of implementing game-based learning within a course and/or curriculum in higher education. Game-based learning is structured to integrate gameplay into a subject matter to increase a student's ability to acquire and apply knowledge to the real world. Furthermore,…
Descriptors: College Students, Game Based Learning, Educational Games, Learner Engagement
Ian Thacker; Hannah French; Shon Feder – International Journal of Science Education, 2025
Presenting novel numbers about climate change to people after they estimate those numbers can shift their attitudes and scientific conceptions. Prior research suggests that such science learning can be supported by encouraging learners to make use of given benchmark information, however there are several other numerical estimation skills that may…
Descriptors: Climate, Computation, College Students, Hispanic American Students
Eadaoin J. Slattery; Paula Lehane; Deirdre Butler; Michael O'Leary; Kevin Marshall – Review of Education, 2025
Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Children
Edith Debrenti; Hajnal Annamária Bella – Acta Didactica Napocensia, 2025
Teachers in kindergarten, primary, and secondary schools use hands-on manipulatives to help students grasp concepts in areas such as numbers, operations, geometry, algebra, measurement, data analysis, and probability. These manipulatives and interactive games are essential for fostering mathematical understanding, enabling students to build,…
Descriptors: Mathematics Instruction, Elementary School Mathematics, Elementary School Students, Game Based Learning
Xiaoxuan Fang; Davy Tsz Kit Ng; Wing Tung Tam; Manwai Yuen – Educational Technology Research and Development, 2025
In recent years, studies have discussed how to introduce computational thinking (CT) concepts in mathematics education through mobile app development. In this study, the design of mathematics lessons based on the 5E instructional model to extend the idea of CT in a mobile technology environment (i.e., mobile CT) was investigated. Twenty-three…
Descriptors: Computation, Thinking Skills, Mathematics Skills, Mathematics Education
Ioana Boghian, Editor; Gabriel Mares, Editor – Springer, 2025
This volume addresses issues related to inclusive education and gamification and offers practical ideas for using games and gamified learning as effective methodological tools in inclusive education and in promoting inclusion in education. The work is structured into a predominantly theoretical section, and an applicative, illustrative one. The…
Descriptors: Gamification, Inclusion, Teaching Methods, Educational Games
Sofia, Hilya Wildana; Utomo, Anjar Putro; Hariyadi, Slamet; Wahono, Bevo; Narulita, Erlia – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2020
Provision of teaching materials in term of module can be an alternative to meet the learning needs of science. The study aimed at describing science module constructed based on Science, Technology, Engineering, Art and Mathematics (STEAM) equipped with valid and effective biotechnology games for learning science in junior high school. This…
Descriptors: Foreign Countries, STEM Education, Art Education, Biotechnology
Alemany, Jose; Del Val, Elena; Garcia-Fornes, Ana – IEEE Transactions on Learning Technologies, 2020
The concept of privacy in online social networks (OSNs) is a challenge, especially for teenagers. Previous works deal with teaching about privacy using educational online content, and media literacy. However, these tools do not necessarily promote less risky behaviors, and do not allow the assessment of users' behavior after the learning period.…
Descriptors: Social Networks, Adolescents, Privacy, Educational Technology
Schiffman, James R. – History Teacher, 2020
Reacting to the past has emerged as a high-impact pedagogy that is attracting a growing following of academic practitioners. An expanding body of academic research explains why Reacting works and shows that students who take Reacting courses perform better in various assessment measures. Still, academic literature on Reacting lacks resources about…
Descriptors: History Instruction, Educational Games, Instructional Design, College Instruction
Tanjung, Mahardika Abdi Prawira; Sitompul, Opim Salim – Education and Information Technologies, 2020
The history of the Indonesian state began to be forgotten by its young generation. Today's young generation or so-called "millennial" rarely studies history pursued by previous state fighters. One of the histories of the Indonesian state is the story of Prince Kian Santang. The lesson that taken from the story of Prince Kian Santang is…
Descriptors: Foreign Countries, Asian History, History Instruction, Teaching Methods
Othman, Zainab; Zain, Nurul Hidayah Mat; Ismail, Ismassabah; Affandi, Sharifah Nor Syasya Syed Mohd; Noh, Nor Azida Mohamed; Yasin, Anita Mohd – International Journal of Evaluation and Research in Education, 2020
The purpose of this study was to evaluate the effectiveness of using an educational game application among driving school students on their understanding of driving rules and regulations. The application was developed and named as An Educational Game on the Theories of Driver Education Curriculum (DEC) to help students improve their visualization,…
Descriptors: Educational Games, Driver Education, Game Based Learning, Instructional Effectiveness
Barquero-Ruiz, Carmen; Arias-Estero, José Luis; Kirk, David – European Physical Education Review, 2020
The assessment of tactics is a subject of great interest in physical education and sport pedagogy. However, the lack of knowledge of the topic and the variety of assessment instruments make the assessment of tactics difficult. This study aimed to describe assessment in relation to tactical learning outcomes through an analysis of assessment…
Descriptors: Teaching Methods, Educational Games, Physical Education, Evaluation Methods
Scott, Rebecca A.; Rutner, Stephen M. – Information Systems Education Journal, 2020
This article illustrates the benefits of off the shelf simulation software to increase learning for students in the classroom. Furthermore, the use of a computer game presents a unique opportunity for increased understanding of transportation fundamentals in a fun environment. Another benefit is that the use of the simulation helps Millennial…
Descriptors: Educational Games, Transportation, Teaching Methods, Supply and Demand
Isabelle, Diane A. – Decision Sciences Journal of Innovative Education, 2020
Gamification--the use of gameplay mechanics for nongame applications--enables learning by doing, yet questions abound about its effectiveness for education. This teaching brief reports on the gamification of an entrepreneurship course using a stand-alone gamification platform integrated with Shopify, a global e-commerce platform for online stores.…
Descriptors: Educational Games, Entrepreneurship, Business Administration Education, Experiential Learning
Asan, Huri; Çeliktürk-Sezgin, Zuhal – Journal of Theoretical Educational Science, 2020
The aim of this study is to determine the effects of educational games used in lesson Turkish on primary school fourth-grade students' impromptu speaking skills and speaking anxiety. In the research, one of the semi-experimental models, pretest and posttest nonequivalent groups design was used. The study group consisted of 28 students in 4-A and…
Descriptors: Educational Games, Elementary School Students, Speech Skills, Anxiety

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