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Kylie S. Aikey – Journal of Legal Studies Education, 2024
This teaching note illustrates how escape rooms can be utilized as a tool to teach or review business law concepts, encourage student collaboration, and provide an opportunity for gameplay. Escape rooms can be adapted to any topic, made asynchronous, and scaled up to accommodate larger groups. This note also describes the value of incorporating…
Descriptors: Cooperation, Problem Solving, Educational Games, Business Administration Education
Yara Elenany; Vian Ahmed – Electronic Journal of e-Learning, 2024
The construction industry is on the verge of a digital transformation. Consequently, the gap widens between industry demands and fresh graduate capabilities. Therefore, there is a pressing need for a paradigm shift in the teaching approach for construction management education. To meet both industry demands and student expectations, Game-Based…
Descriptors: Construction Management, Construction Industry, Resource Allocation, Computer Simulation
Evgenia Anagnostopoulou – Adults Learning Mathematics, 2024
Taking advantage of our digital era commodities, a plethora of game-based learning activities and educational game genres have been introduced into numerous academic disciplines. However, research has shown that regarding mathematics the variety seems limited; especially for higher level topics, e.g. calculus, there is a lack of immersive games…
Descriptors: Educational Games, Video Games, Game Based Learning, Role Playing
Chatchadaporn Pinthong; Natpawee Poungkaew; Titapa Ampaipis; Jirapipat Thanyaphongphat; Panu Pimviriyakul; Somchart Maenpuen – Journal of Chemical Education, 2024
The coronavirus (COVID-19) pandemic prevented students from attending on-site classes. Consequently, their face-to-face interactions decreased. Thus, it became crucial to design learning activities to enhance the motivation of students and inspire them to achieve the desired learning outcomes during the long disruption of on-site classes. Mobile…
Descriptors: Undergraduate Study, Educational Games, Game Based Learning, Learning Activities
Jennifer A. Cardenas Castaneda; Pei-Chun Lin; Patrick C. K. Hung; Hua-Xu Zhong; Hao-An Tseng; Yung-Fa Huang; Rafiq Ahmad – Smart Learning Environments, 2025
Education in science, technology, engineering, and mathematics (STEM) is essential to achieving continued technological advancement. The most critical years for instilling knowledge are during childhood, and a strategic way to accomplish this is through playful materials. Therefore, there is a need to develop more inclusive solutions to achieve…
Descriptors: Instructional Design, STEM Education, Visual Impairments, Students with Disabilities
Sara Ekström; Lena Pareto; Sara Ljungblad – Education and Information Technologies, 2025
There is a growing interest in whether social robots, which are embodied and exhibit human-like behaviour, can be used for teaching and learning. Still, very few studies focus on the teacher's role. This study focuses on how a teacher acted in a learning-by-teaching activity with 20 children. In this small-scale field experiment, the teacher's…
Descriptors: Mathematics Instruction, Cooperative Learning, Scaffolding (Teaching Technique), Video Games
Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
King, Matt – History Teacher, 2021
"Civilization V" is part of the best-selling strategy game series, "Sid Meier's Civilization," which is named after its eponymous creator. The goal of all games in the "Civilization" series is to build a historical empire that can stand the test of time, an objective that has made the series an object of affection for…
Descriptors: History Instruction, Teaching Methods, Educational Games, Computer Games
Joung, Eunmi; Byun, JaeHwan – School Science and Mathematics, 2021
This exploratory study was conducted to evaluate the quality of digital math games by measuring how much the content of a digital game is aligned to the NCTM Content and Process Standards. For this purpose, this study employed a content analysis method. In total, 23 digital mathematics games have been selected and analyzed using an instrument, a…
Descriptors: Content Analysis, Educational Games, Computer Games, Mathematics Education
Jantakun, Thiti; Jantakoon, Thada – Higher Education Studies, 2021
The purposes of the research were 1) to design the Digital Educational Computer Games Environments Supporting Education (DECGE-SE) and 2) to evaluate the DECGE-SE. The research procedure was divided into two phases. The DECGE-SE as follows: (1) Learning: (1.1) Subject area, (1.2) Learning objectives/Player goals, (1.3) Learning Theories, (1.4)…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness
Tornqvist, Dominicus; Wen, Lian; Tichon, Jennifer; Bai, Guangdong – Journal of Interactive Learning Research, 2021
There is a healthy research community focused on individual differences to tailor serious games for maximum effect for each person. But there is a comparative lack of research on the scalability of serious games for maximising knowledge saturation in a population. Scalability is critical in many real applications. The authors detail this neglected…
Descriptors: Educational Games, Individual Differences, Learning Processes, Discovery Learning
Swacha, Jakub – Education Sciences, 2021
Recent years have brought a rapid growth of scientific output in the area of gamification in education. In this paper, we try to identify its main characteristics using a bibliometric approach. Our preliminary analysis uses Google Scholar, Scopus, and Web of Science as data sources, whereas the main analysis is performed on 2517 records retrieved…
Descriptors: Educational Games, Game Based Learning, Educational Research, Bibliometrics
Sprenger, Marilee – ASCD, 2021
Your students may recognize the words determine, explain, and summarize in the above standard, but would they understand and be able to apply these concepts? Students encounter these and other academic vocabulary words throughout their school years, but too often, they don't have a firm grasp of these words' meanings or what skills they require.…
Descriptors: Vocabulary Development, Academic Language, Student Evaluation, Teaching Methods
Shute, Valerie; Lu, Xi; Rahimi, Seyedahmad – Grantee Submission, 2021
Stealth assessment is intended to not only measure important competencies, but also to support their development during gameplay or within other types of immersive learning environments. It uses evidence-centered assessment design to create the models (Mislevy, Steinberg, and Almond 2003), in conjunction with a statistical scoring and accumulation…
Descriptors: Student Evaluation, Game Based Learning, Evidence Based Practice, Evaluation Methods