Publication Date
| In 2026 | 1 |
| Since 2025 | 319 |
| Since 2022 (last 5 years) | 1482 |
| Since 2017 (last 10 years) | 2526 |
| Since 2007 (last 20 years) | 2565 |
Descriptor
Source
Author
| Gwo-Jen Hwang | 15 |
| Hwang, Gwo-Jen | 13 |
| Huei-Tse Hou | 12 |
| Erin Ottmar | 11 |
| Lester, James | 11 |
| Ji-Eun Lee | 10 |
| Rahimi, Seyedahmad | 10 |
| Shute, Valerie | 10 |
| Jenny Yun-Chen Chan | 9 |
| Zou, Di | 9 |
| Xie, Haoran | 8 |
| More ▼ | |
Publication Type
Education Level
Audience
| Teachers | 51 |
| Researchers | 16 |
| Policymakers | 6 |
| Students | 6 |
| Administrators | 5 |
| Practitioners | 5 |
| Media Staff | 2 |
| Parents | 2 |
Location
| Turkey | 117 |
| Indonesia | 87 |
| Taiwan | 86 |
| China | 70 |
| Spain | 62 |
| Malaysia | 52 |
| Australia | 50 |
| Thailand | 42 |
| United Kingdom | 33 |
| Brazil | 30 |
| Germany | 30 |
| More ▼ | |
Laws, Policies, & Programs
| Head Start | 3 |
| Americans with Disabilities… | 1 |
| Elementary and Secondary… | 1 |
| Every Student Succeeds Act… | 1 |
| Indian Child Welfare Act 1978 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 4 |
| Meets WWC Standards with or without Reservations | 6 |
| Does not meet standards | 1 |
Meysam Muhammadpour; Abdorreza Tahriri; Seyyed Ayatollah Razmjoo; Jaleh Hassaskhah – Journal of Computer Assisted Learning, 2025
Background: Recent years have witnessed a surge of technology use and online learning environments, especially during the post-COVID era. The widespread use of technology has sparked a sudden transition from conventional face-to-face learning to online digital-based learning platforms, such as Adobe Connect. Although EFL teachers have implemented…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Language Attitudes
Gina L. Solano; Wen Wen – Excelsior: Leadership in Teaching and Learning, 2025
This action research documents how a teacher education program incorporates game-based learning to engage pre-service teachers (PSTs) in developing their instructional creativity. In this project, game-based learning goes beyond playing games; Instead, it allows PSTs to design their own game-a digital escape room created using a website with…
Descriptors: Game Based Learning, Preservice Teacher Education, Preservice Teachers, Web Sites
Melissa Ozlem Grab – Shanlax International Journal of Education, 2025
Within the world of university education, gamification, being the amalgamation of game to non gaming contexts, has gained attentions as an innovative teaching strategy particularly in the English as a second language (ESL) teaching. Deciding to use this mixed methods study to investigate the effect of gamification on student motivation and…
Descriptors: Gamification, English (Second Language), Second Language Instruction, College Students
Aaradhana Rukadikar; Komal Khandelwal – Learning Organization, 2025
Purpose: The purpose of this research is to conduct a thorough investigation of the theories that support the phenomenon of gamification in training and development within organizational settings. Practical training and development plans are now crucial for improving employee performance, promoting continuous learning and preserving a competitive…
Descriptors: Workplace Learning, On the Job Training, Gamification, Organizational Development
Mikaela L. Stiver; Aamna Naveed; John Chilton; Siobhan M. Moyes – Anatomical Sciences Education, 2025
This article explores the underutilized potential of incorporating gamified approaches into anatomy outreach initiatives. While gamification and game-based learning approaches have been widely adopted in formal educational settings, there is a surprising lack of research on their application for community-based public engagement with anatomy. We…
Descriptors: Gamification, Anatomy, Outreach Programs, Game Based Learning
Jacob Chomba Nshimbi; Natalia Louleli; Heikki Lyytinen – Discover Education, 2025
Achieving full literacy, which is essential for efficient knowledge acquisition through reading, involves mastering basic reading skills and further developing comprehension abilities, which includes accurate and fluent decoding of text, is the first step. The second step towards FL can be attained either through extensive leisure reading, which…
Descriptors: Foreign Countries, Computer Assisted Instruction, Literacy Education, Computer Games
Diane Burke; Helen Crompton; Christine Nickel – TechTrends: Linking Research and Practice to Improve Learning, 2025
The use of XR, which encompasses Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) has evolved rapidly in higher education (HE), driven by advancements in technology and the increasing recognition of its potential to enhance learning experiences. This systematic review provides unique findings with an up-to-date examination of…
Descriptors: Computer Simulation, Technology Uses in Education, Higher Education, Educational Research
Frank Twum; Samuel Kweku Hayford; Dandy George Dampson; Johnnie Kojo Hayford – Journal of Educational Research and Practice, 2025
This paper investigated the perceptions and knowledge of play-based learning (PBL) by lecturers/tutors and student teachers. Ninety lecturers/tutors (68 males, 22 females) and 363 student teachers (191 males, 172 females) participated in the study. While both lecturers/tutors and student teachers favored PBL, they had some concerns.…
Descriptors: Foreign Countries, Tutors, Student Teachers, Game Based Learning
Aguilera, Manuel M. – Online Submission, 2023
This document describes the game ThunderHawk, intended for use in the first and second cycles of basic education (1st to 6th grade). The game was developed as didactic material to reinforce the fundamental operations of addition and subtraction.
Descriptors: Game Based Learning, Educational Games, Logical Thinking, Thinking Skills
Shokeen, Ekta; Weintrop, David; Pellicone, Anthony James; Moon, Peter Francis; Ketelhut, Diane; Cukier, Michel; Plane, Jandelyn Dawn – Information and Learning Sciences, 2023
Purpose: The purpose of this paper is to understand the role of perplexity in young players' experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach: We used a constructivist grounded theory approach and the lenses of Dewey's conceptualization of…
Descriptors: Game Based Learning, Educational Games, Video Games, Reflection
Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
Castro Santa, Juana – Journal of Economic Education, 2023
A novel game that captures the central dimensions of climate change mitigation as a social dilemma is presented. Students play the role of countries sharing a global atmosphere. In each round, carbon emissions are released and accumulated in the atmosphere, making climate change consequences more severe and difficult to mitigate over time. Without…
Descriptors: Climate, Change, Environmental Education, Game Based Learning
McKinney, Earl, Jr.; Niese, Bethany; Bhatia, Mantek Singh – Journal of Information Systems Education, 2023
Active learning pedagogy has many documented benefits, and while several positive examples of its recent use in STEM classes have led to better performance, greater diversity, more equity, and improved retention of underrepresented student populations, more research in IS and IT classrooms is needed. Most active learning exercises are in a…
Descriptors: Active Learning, Audience Response Systems, Teaching Methods, Data Analysis
Corey, Joab – Journal of Economic Education, 2023
There is a well-known connection between the barriers to entry created by an overburdensome regulatory climate and lower levels of productivity that create less economic growth. Many economics students are under the impression that regulations are designed to protect the workers and consumers as well as improve product quality, so they are often…
Descriptors: Game Based Learning, Barriers, Money Management, Class Activities
Vizcaíno, Aurora; García, Félix O.; Menéndez, Víctor Hugo; Manjavacas, Antonio; Márquez, Rubén; Molina, Marta – ACM Transactions on Computing Education, 2023
Project managers tend to confront multiple challenges in Global Software Development (GSD), including misunderstandings about the project requirements, complex estimations of costs, risks, and efforts, along with increases in task allocation and a lack of coordination. "Soft skills" play a fundamental role in solving these challenges, as…
Descriptors: Educational Games, Game Based Learning, Program Administration, Administrators

Peer reviewed
Direct link
