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Cömert, Zeynep; Samur, Yavuz – Interactive Learning Environments, 2023
Almost in every aspect of life, classification and categorization make it easier for humans to analyze complex structures and systems. In games, the classification of the players based on their demographics, behaviors, expectations and preferences of the game is important to increase players' motivation and satisfaction. Likewise, knowing the…
Descriptors: Classification, Student Characteristics, Models, Student Motivation
Urban, Alex – Technology, Knowledge and Learning, 2023
Object-based learning includes the active incorporation of historic artifacts into educational environments, which may yield meaningful learning experiences. However, gaining access to artifacts and coordinating object-based curricula with museum staff pose immense challenges to educators. Furthermore, digital representations of historic artifacts…
Descriptors: History Instruction, Educational Games, Museums, Video Games
Myers, Christina; Piccolo, Lara; Collins, Trevor – Journal of Learning for Development, 2023
Digital games can be used as educational tools for tackling structural inequalities and promoting social justice. Designing games with these purposes is a complex task that requires a myriad of combined expertise, including games' mechanics, software development, educational game design, pedagogy and knowledge of the educational topic (which can…
Descriptors: Educational Games, Social Change, Instructional Design, Democratic Values
Xiaotong Yang – ProQuest LLC, 2023
This study employed a pretest-posttest control group experimental design to investigate the impact of self-explanation prompts on content learning in the game-based context. Additionally, it explored the effectiveness of different delivery timings for the prompts--either during or after gameplay--in enhancing students' cognitive engagement in…
Descriptors: Educational Games, Grade 10, High School Students, Foreign Countries
Aysegül Nihan Erol Sahin; Zeynep Hamzacebi; Bahtiyar Güler; Batuhan Ayyildiz – Online Submission, 2023
One of the most significant objectives of the learning and teaching processes is to achieve meaningful learning for the individual; in line with this objective, educators are searching for various methods to accomplish meaningful learning and make it enduring. Following the present age, the sought-after and essential qualified human profile should…
Descriptors: Thinking Skills, Active Learning, Educational History, Grade 8
Liping Li; Tong He – Journal of Chemical Education, 2023
Learning in chemistry laboratories has long been challenging due to the complex nature of the learning environment and tasks that students engage with. Therefore, it is important to develop useful tools for prelab and follow-up activities besides the hands-on lab time for better management of the learners' cognitive load. In this paper, we…
Descriptors: Chemistry, Science Instruction, Cognitive Ability, Educational Games
Isaac J. Pérez-López; Carmen Navarro-Mateos; Jose Mora-Gonzalez – Innovations in Education and Teaching International, 2025
The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students' emotional variables. A total of 62 students aged 22-23 years of age from a Master's degree participated. A digital serious game called 'The case of the stolen…
Descriptors: Computer Games, Educational Games, Psychological Patterns, Emotional Response
Nordin, Noradila; Nordin, Nur Rasyidah Mohd.; Omar, Wafa – Asian Journal of University Education, 2022
The use of technology in education is believed to enhance students' learning experience. Technology such as Augmented Reality (AR) is increasingly used in the classroom through the use of gamification. This study aims to examine students' experience in using a board game with web-based Augmented Reality named REV-OPOLY in their learning.…
Descriptors: Educational Games, Electronic Learning, Computer Simulation, Undergraduate Students
Li, Jun; Yang, Ming An; Xue, Zi Hao – Journal of Chemical Education, 2022
Chemistry education games are helpful tools in chemistry classes, although their design and production are challenging. It is acknowledged that the number of chemical equations is enormous and varied, so it is rather difficult for beginners to memorize equations within a limited time. In a sense, beginners' interest in exploring chemistry is…
Descriptors: Game Based Learning, Chemistry, Educational Games, Instructional Effectiveness
Sperling, Alissa; Kruger, Ellen; Martin, James – Physics Teacher, 2022
Students experience current electricity every day in our wired world, yet the circuit problems that students work through in physics class can seem far removed from the common experience of switching on a light bulb. However, current electricity provides many opportunities to engage students in hands-on learning. Through circuit construction,…
Descriptors: Science Instruction, Introductory Courses, Energy, Electronic Equipment
Yesengazyevna, Sagimbayeva Ainur; Niyetbayeva, Nadira; Tassuov, Bolat; Kalima, Tuyenbayeva; Bekbulatovna, Arystanova Assel – Cypriot Journal of Educational Sciences, 2022
The purpose of this research is to get students' opinions on teaching programming to students with the help of educational games in the conditions of additional education in computer science. In order to carry out the study in accordance with the main purpose, the phenomenological approach, one of the qualitative research methods, was used. The…
Descriptors: Computer Science Education, Educational Games, College Students, Student Attitudes
Haun, Phil; O'Hara, Michael – Journal of Political Science Education, 2022
This article describes a simple two-player game which illustrates basic concepts of brinkmanship, to include calculations of probability and expected outcomes, and risk-taking profiles. The game befits a single 50-minute class period with introduction, gameplay, and discussion. The game can supplement the study of conflict from classic Cold War…
Descriptors: Educational Games, Risk, Probability, Class Activities
Dixon, Juli K.; Rutledge, Treshonda; Caton, Jennifer C.; Nolan, Edward C. – Mathematics Teacher: Learning and Teaching PK-12, 2021
Finding ways for students to use manipulatives in a safe, yet collaborative, manner is a challenge the 2020-2021 school year introduced. Teachers scrambled to create a set of manipulatives for individual use on a budget so students could learn from home, in hybrid environments, or in socially distanced classrooms. This article presents a…
Descriptors: Mathematics Instruction, Manipulative Materials, Teaching Methods, Fractions
Russo, Toby; Russo, James – Australian Primary Mathematics Classroom, 2021
The authors set out to develop a series of mathematical games that could be played 'openhanded' over zoom using only a virtual deck of cards (deck.of.cards). This article briefly describes three games they have developed that other teachers might find valuable, whether for use in a remote learning environment or back in the classroom. Each game…
Descriptors: Learning Activities, Probability, Educational Games, Distance Education
A Gamified Method for Construction Engineering Education: Learning through Guided Active Exploration
Mohammad Ilbeigi; Diana Bairaktarova; Romina Ehsani – Journal of Civil Engineering Education, 2024
Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote…
Descriptors: Gamification, Educational Games, Engineering Education, Active Learning