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Vinichenko, Mikhail V.; Ridho, Taridi K.; Karacsony, Peter; Li, N. P.; Narrainen, Gundeea S.; ?hulanova, O?ana L. – International Journal of Education and Practice, 2019
This study aimed to identify the feasibility and expediency of gamifying activities in higher education institutions, for which an original methodology was used. However, gamification is complex and carries a high degree of risk in achieving organizational efficiency. It is therefore advisable to adopt a fragmented approach and selectively gamify…
Descriptors: Educational Games, Higher Education, Foreign Countries, Feasibility Studies
Martens, Sherry; Crawford, Kathryn – Childhood Education, 2019
An important aspect of bringing innovation to education is supporting children's own innovative thinking. Teachers are finding that escape room activities can provoke children's wonder and determination to pursue their curiosity, which builds a foundation for innovators of the future.
Descriptors: Creative Teaching, Learning Activities, Inquiry, Teaching Methods
Dsilva, Lorna; Mittal, Shubhi; Koepnick, Brian; Flatten, Jeff; Cooper, Seth; Horowitz, Scott – Biochemistry and Molecular Biology Education, 2019
The computer game Foldit is currently widely used as a biology and biochemistry teaching aid. Herein, we introduce a new feature of Foldit called "custom contests" that allows educators to create puzzles that fit their curriculum. The effectiveness of the custom contests is demonstrated by the use of five distinct custom contests in an…
Descriptors: Science Instruction, Teaching Methods, Biochemistry, Computer Games
O'Connor, Patrick; Cardona, Josué – Journal of Education, 2019
Gamification has been used as a tool to increase engagement with businesses, build group cohesion, and improve student motivation in Grades K-12. Part of its appeal is in developing autonomy in the "player," and part of its appeal is in participating regularly in a structured progress ladder where the customer, student, or employee can…
Descriptors: Game Based Learning, Design, Undergraduate Students, Educational Games
Sousa Lima, Mary Anne; Monteiro, Álvaro Carvalho; Melo Leite, Antonio José, Jr.; de Andrade Matos, Izac Sidarta; Alexandre, Francisco Serra Oliveira; Nobre, Davi Janô; Monteiro, André Jalles; da Silva, José Nunes, Jr. – Journal of Chemical Education, 2019
This work provides information about a free-of-charge, trilingual (Portuguese, Spanish, and English), game-based application. The game allows high-school and undergraduate students to review chemical nomenclature in an engaging and fun way on their own by answering random questions from a database with over 700 questions. Student testing revealed…
Descriptors: Educational Games, Science Instruction, Chemistry, High School Students
Westera, Wim – Educational Technology & Society, 2019
This paper aims to improve the design methods for serious games (games for learning) by identifying a set of well-established pedagogical misconceptions and presenting design guidelines to avoid these. It analyses the pedagogical principles and models that are commonly used in serious game design, and contrasts these with evidence and advances in…
Descriptors: Educational Games, Instructional Effectiveness, Learning Experience, Learning Motivation
Mertala, Pekka; Meriläinen, Mikko – Global Studies of Childhood, 2019
Although digital games have become a constituent part of young children's lives, not enough is known about the kinds of meanings children give to games and gaming. This qualitative study contributes to resolving this need by engaging 26 5- to 7-year-old Finnish preschoolers in an open-ended drawing task to answer the following research questions:…
Descriptors: Children, Computer Games, Foreign Countries, Freehand Drawing
Robert G. Root – Numeracy, 2019
The Ultimatum Game is a two-person, multiple-strategy game widely used in the experimental social sciences to demonstrate the human propensity for costly punishment in response to inequitable treatment. The game serves to provide quantitative evidence for a diversity of fairness norms across cultures. The play of the game and its interpretation…
Descriptors: Numeracy, Social Justice, Mathematics Skills, Teaching Methods
Akinci-Cosgun, Aysegül; Tezel-Sahin, Fatma – International Electronic Journal of Elementary Education, 2022
This study aims to examine the effect of the "Number and Operation Training Program" on early mathematics ability and mother-child relationship at home. In an experimental design, pre-test, post-test, permanence test were used with control groups. A total of 21 children and their mothers participated in the research; consisting of 13…
Descriptors: Foreign Countries, Early Childhood Education, Mathematics Education, Parent Child Relationship
Carman, Angela; Brady, Christy; Conatser, Trey – College Teaching, 2022
Game-based learning offers a compelling prospect for innovative teaching and student engagement, but popular examples often involve either complex, time-consuming systems that invite high-order thinking, or simpler, quick versions that reward memorization. Far less common are games that fit low-stakes activities (such as concept review) but…
Descriptors: Thinking Skills, Skill Development, Game Based Learning, Instructional Innovation
Petritis, Steven J.; Byrd, Katherine M.; Schneller, Will – Journal of Chemical Education, 2022
For years, hybridization in chemistry has been taught using static pictures and model kits. We decided to reimagine how students learn hybridization through the development of a mobile learning tool. The tool contains gamification features, such as achievements and progressive leveling that keep students engaged, while the mobile platform allows…
Descriptors: Science Instruction, Chemistry, Teaching Methods, Scientific Concepts
Rumeser, David; Emsley, Margaret – Journal of Applied Research in Higher Education, 2022
Purpose: The purpose of this paper is to help project management (PM) game designers and educators in simulating complexity in PM games and in assessing the effect of simulated project complexity levels on students' learning experience. To achieve this aim, the authors attempt to design and evaluate two computer-based project crashing games (PCGs)…
Descriptors: Educational Games, Management Development, Learning Experience, Computer Games
Yang, Jie Chi; Chung, Ching-Jung; Chen, Mei-Shan – Journal of Computer Assisted Learning, 2022
Background: Performance goal orientations are influential motivational factors for predicting learning performance. However, a lack of attention has been paid to investigating the effects of performance goal orientations on learning performance and in-game performance in the context of digital game-based learning. Objectives: This study…
Descriptors: Educational Games, Game Based Learning, Academic Achievement, Goal Orientation
Kärki, Tomi; McMullen, Jake; Lehtinen, Erno – Educational Studies in Mathematics, 2022
Rational number knowledge is a crucial feature of primary school mathematics that predicts students' later mathematics achievement. Many students struggle with the transition from natural number to rational number reasoning, so novel pedagogical approaches to support the development of rational number knowledge are valuable to mathematics…
Descriptors: Number Concepts, Elementary School Mathematics, Elementary School Students, Predictor Variables
Gupta, Poornima; Goyal, Preeti – International Journal of Educational Management, 2022
Purpose: The purpose of this paper is to design and incorporate gamebased pedagogy grounded in self-determination theory (SDT) for a higher education course in a business school program. Design/methodology/approach: The study evaluates the learning outcomes of students from higher education in gamified and non-gamified contexts. The study was…
Descriptors: Game Based Learning, Self Determination, Higher Education, Teaching Methods

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