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McKim, Aaron J.; McKendree, Robert Bud; Pauley, Catlin M. – Journal of Research in Technical Careers, 2020
Educational games provide learners with team-based, experiential, and problem-centered learning opportunities. Therefore, educational games are recommended to encourage learner success in an increasingly complex and collaborative world. Research exploring interventions to increase teacher affinity toward games is needed to inform expansion of…
Descriptors: Educational Games, Agricultural Education, Natural Resources, Teaching Methods
Fanfarelli, Joey R. – British Journal of Educational Technology, 2020
The literature reflects a shortage of empirical research on educational game design. This paper presents the results from a randomized controlled study on the impact of narrative and digital badging on learning and engagement in an educational game that teaches basic brain structure and function to undergraduate psychology students. Participants…
Descriptors: Educational Games, Fantasy, Learner Engagement, Comparative Analysis
LaPaglia, Jessica A. – Teaching of Psychology, 2020
In this article, the author describes an exam review activity in which students answered questions and solved puzzles in order to escape the review session. In a general psychology (100-level) course and research methods in psychology (300-level) course, students solved a series of puzzles and review questions. This format is similar to popular…
Descriptors: Review (Reexamination), Tests, Puzzles, Problem Solving
Ashworth, Emma; Humphrey, Neil; Lendrum, Ann; Hennessey, Alexandra – Psychology in the Schools, 2020
This mixed-methods study examines two moderators of the impact of the Good Behavior Game--implementation variability, participant risk status, and the interaction between them--as predictors of behavioral and academic outcomes. Quantitative data from 38 primary schools were utilized, with outcome data collected at baseline and 2-year follow-up.…
Descriptors: Educational Games, Intervention, Student Behavior, Elementary School Students
Krange, Ingeborg; Silseth, Kenneth; Pierroux, Palmyre – Cultural Studies of Science Education, 2020
Studies of education practices in science centers have found variation in how conceptual learning is supported, or scaffolded, on school field trips. This paper investigates the implications of scaffolding variations for how students make sense of a game-based exhibit that was designed to trigger interest and develop knowledge of scientific…
Descriptors: High School Students, Science Education, Field Trips, Science Teaching Centers
Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
Rosa, Mauricio; Farsani, Danyal; da Silva, Caroline Antunes – Mathematics Teaching Research Journal, 2020
This article investigates the perception of students in the first year of high school in relation to their own body language, while mathematically they conjecture a way to improve their performance in an electronic bowling game, which uses body sensors for own actions of the game. Interactions were performed by a group of four students from a…
Descriptors: Mathematics Education, Human Body, Computer Games, Educational Games
Aditya Anupam; Ridhima Gupta; Shubhangi Gupta; Zhendong Li; Nora Hong; Azad Naeemi; Nassim Parvin – International Journal of Designs for Learning, 2020
The abstract nature of quantum mechanics makes it difficult to visualize. This is one of the reasons it is taught in the language of mathematics. Without an opportunity to directly observe or interact with quantum phenomena, students struggle to develop conceptual understandings of its theories and formulas. In this paper we present the process of…
Descriptors: Quantum Mechanics, Science Instruction, Educational Games, Teaching Methods
Mario S. Staller; Valentina Heil; Rüdiger Koch; Swen Körner – International Journal of Designs for Learning, 2020
We report a design case in the context of self-defense training, that was designed by participants of a coach development course for violence prevention coaches for emergency services. The game was designed to foster skill development with regards to the defense against knife attacks in the context of self-defense. Following pedagogical principles…
Descriptors: Instructional Design, Safety Education, Coaching (Performance), Violence
Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
Temel, Ahmet; Mamak, Hüdaverdi – Online Submission, 2023
This research aimed to examine the value perceptions and attitudes of secondary school students towards physical education and sports lessons. The research, which was designed in a quasi-experimental model with a pretest-posttest control group, was conducted with 91 7th-grade students in the second semester of the 2020-2021 academic year. The…
Descriptors: Student Attitudes, Physical Education, Team Sports, Comparative Analysis
Angela R. Crawford; Aysia Kernin – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
This study explores volitional and affective responses to instructional activities aimed at developing geometric and spatial vocabulary of a neurodivergent student. Using teaching experiment methodology across 15 instructional sessions, we observed how the student responded to games, direct instruction, and vocabulary support embedded in spatial…
Descriptors: Mathematics Instruction, Vocabulary Skills, Self Esteem, Direct Instruction
Christopher J. Harris; Eric Wiebe; Shuchi Grover; James W. Pellegrino – Community for Advancing Discovery Research in Education (CADRE), 2023
This report is focused on what research and practice indicate about how assessment impacts the teaching and learning of STEM subject matter in K-12 classrooms. The intent is to take stock of what is currently known as well as what needs to be known to make classroom assessment in STEM maximally beneficial for the instructional practices of…
Descriptors: Student Evaluation, STEM Education, Educational Practices, Educational Trends
Community for Advancing Discovery Research in Education (CADRE), 2023
This is the executive summary for the full report, "Classroom-Based STEM Assessment: Contemporary Issues and Perspectives." This report is focused on what research and practice indicate about how assessment impacts the teaching and learning of STEM subject matter in K-12 classrooms. The intent is to take stock of what is currently known…
Descriptors: Student Evaluation, STEM Education, Educational Practices, Educational Trends
Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications

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