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Tanel, Rabia; Bilal Önder, Esra – International Journal of Game-Based Learning, 2020
The aim of this study is to introduce an educational game called The Star Game, and to examine its effects on prospective science teachers' conceptual understanding of stars. In addition, their opinions of The Star Game were examined. The study was conducted with a total of 54 prospective teachers in three groups. The Star Game was played in all…
Descriptors: Educational Games, Astronomy, Science Education, Preservice Teachers
Vanbecelaere, Stefanie; Van den Berghe, Katrien; Cornillie, Frederik; Sasanguie, Delphine; Reynvoet, Bert; Depaepe, Fien – Journal of Computer Assisted Learning, 2020
For the training of academic skills, digital educational games with integrated adaptivity are promising. Adaptive games are considered superior to non-adaptive games, because they constantly assess children's performance, and accordingly adapt the difficulty of the tasks corresponding to the children's individual level. However, empirical evidence…
Descriptors: Educational Games, Computer Games, Adaptive Testing, Kindergarten
Carattini, Stefano; Fenichel, Eli P.; Gordan, Alexander; Gourley, Patrick – Journal of Economic Education, 2020
"Cap and trade" is one of the most innovative policy options developed by environmental economists. By placing a cap on a social bad and allowing firms to buy and sell the right to generate it, policymakers combine government intervention with market-based incentives to improve welfare and internalize the externality. Such programs…
Descriptors: Economics Education, Conservation (Environment), Class Activities, Educational Games
Koelling, Glenn; Russo, Alyssa – Public Services Quarterly, 2020
The Mystery Room is an educational escape room based on information literacy and applied to multiple audiences, including first-year students and library student employees. In this article, we explain how we developed the game, its theoretical underpinnings, and why it's a flexible workshop for a variety of audiences.
Descriptors: Information Literacy, Library Instruction, Educational Games, Problem Solving
Barros, Cândida; Carvalho, Ana Amélia; Salgueiro, António – Education and Information Technologies, 2020
Research on learning through serious games has been gaining importance in recent years. We develop the serious game "Tempoly," concerning the learning of the four arithmetic operations on polynomials. A quasi-experimental study was carried out with 95 students of 8th grade, to evaluate the reactions of the students to the game, the…
Descriptors: Educational Games, Mathematics Education, Mathematics Instruction, Arithmetic
Martin, Kit; Horn, Michael; Wilensky, Uri – Informatics in Education, 2020
This paper introduces constructivist dialogue mapping (CDM), a new type of concept mapping. CDM encodes what people learn during a non-goal directed learning activity. CDM is a practical means to outline the mini theories users fluidly construct as they explore open-ended learning environments. To demonstrate the method, in this paper we use CDM…
Descriptors: Concept Mapping, Constructivism (Learning), Learning Activities, Concept Formation
Feng, Yan; Audy, Jean-François; Rönnqvist, Mikael; D'Amours, Sophie – INFORMS Transactions on Education, 2020
This article presents an educational game to engage university and industrial stakeholders in collaborative training for supply chain management courses. The game will help students learn complex supply chain management issues. There are two integrated parts: a case ethod through an industrial case and an activity-based game featuring role plays…
Descriptors: Educational Games, Television, Supply and Demand, College Students
Martin, Kit; Horn, Michael; Wilensky, Uri – Grantee Submission, 2020
This paper introduces constructivist dialogue mapping (CDM), a new type of concept mapping. CDM encodes what people learn during a non-goal directed learning activity. CDM is a practical means to outline the mini theories users fluidly construct as they explore open-ended learning environments. To demonstrate the method, in this paper we use CDM…
Descriptors: Concept Mapping, Constructivism (Learning), Learning Activities, Concept Formation
Catherine P. Bradshaw; Kathan Shukla; Elise T. Pas; Juliette K. Berg; Nicholas S. Ialongo – Grantee Submission, 2020
A growing body of research has documented a link between variation in implementation dosage and outcomes associated with preventive interventions. Complier Average Causal Effect (CACE; Jo, 2002) analysis allows for estimating program impacts in light of variation in implementation. This study reports intent-to-treat (ITT) and CACE findings from a…
Descriptors: Educational Games, Student Behavior, Behavior Problems, Behavior Modification
Valeria Aloizou; Stavey Linardatou; Michael Boloudakis; Symeon Retalis – British Journal of Educational Technology, 2025
Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in-game elements by…
Descriptors: Kindergarten, Core Curriculum, Classroom Environment, Movement Education
Andrew S. Cale; Margaret A. McNulty – Anatomical Sciences Education, 2025
Active recall, the act of recalling knowledge from memory, and games-based learning, the use of games and game elements for learning, are well-established as effective strategies for learning gross anatomy. An activity that applies both principles is Catch-Phrase, a fast-paced word guessing game. In Anatomy Catch-Phrase, players must get their…
Descriptors: Anatomy, Game Based Learning, Recall (Psychology), Educational Games
Wang, Meng; Nunes, Miguel Baptista – Interactive Technology and Smart Education, 2019
Purpose: This study aims to present a meta-analysis of the use of serious educational games in museums. The analysis is based on a critical literature review that maps educational roles of museums against serious educational games used in support of those roles. The meta-analysis focuses on the specific context of informal learning in museums.…
Descriptors: Museums, Educational Games, Teaching Methods, Informal Education
Yang, Tzu-Chi; Chen, Meng Chang; Chen, Sherry Y. – Asia-Pacific Education Researcher, 2019
Game-based learning is popular with learners because it includes various game elements. Among various game elements, background music may have great effects, which may be associated with the preferences of information processing. On the other hand, cognitive styles pertain to the ways of information processing. In this vein, we conducted two…
Descriptors: Cognitive Style, Educational Games, Teaching Methods, Music
Vieira, Estela Aparecida Oliveira; da Silveira, Aleph Campos; Martins, Ronei Ximenes – Informatics in Education, 2019
This work presents a systematic review whose objective was to identify heuristics applicable to the evaluation of the usability of educational games. Heuristics are usability engineering methods that aim to detect problems in the use of a system during its development and/or when its interface is in interaction with the user. Therefore, applying…
Descriptors: Educational Games, Usability, Heuristics, Computer Games
Abbott, Daisy – Higher Education Pedagogies, 2019
Research skills are challenging to teach in a way that is meaningful to students and has ongoing impact in research practice. This paper investigates constructivist and experiential strategies for effective learning and deep understanding of postgraduate research skills and proposes a game-based learning (GBL) solution. A (non-digital) game called…
Descriptors: Graduate Students, Educational Games, Teaching Methods, Research Skills

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