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Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
Cengiz Gunduzalp – Journal of Education in Science, Environment and Health, 2024
This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was…
Descriptors: Educational Games, Educational Technology, Biochemistry, Student Attitudes
Hardikkumar Amrutbhai Mistry; Narendra Pathak; Dhvani Desai; Sharvil Dulera; Rachana Mandli – Advances in Physiology Education, 2024
Questioning is an important activity in teaching. In medical colleges, on-stage quiz competitions are appreciated by students as well as faculty as they are an engaging way to connect with the discipline. We organized the Physiology Quiz Competition to assess the concepts of functional mechanisms of various organ systems. It was an academic tool…
Descriptors: Physiology, Science Instruction, Medical Students, College Freshmen
Xiaohang Dong; Hui Liang; Xianghua Ding; Yawen Zhang – Education and Information Technologies, 2024
Serious game-based learning is a high-fashioned topic in educational technology which helps children learn and train their skills. Most existing literature focuses on the improvement of children's specific abilities or skills, such as reading comprehension, attention, memory, etc. However, for cognitively impaired children, it is necessary to…
Descriptors: Game Based Learning, Educational Games, Cognitive Development, Intellectual Disability
Garrison Akira Wells – ProQuest LLC, 2024
Misinformation is one society's most pressing issues, spreading division and chaos across the globe. Videogames have become one of the more promising mediums for misinformation interventions, teaching players common falsehood indicators and helping them develop their discernment abilities. This thesis details the design, playtesting, and…
Descriptors: Misinformation, Educational Games, Video Games, Intervention
Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Yoder, Michele E. – Management Teaching Review, 2023
Porter's five forces model is an important tool in strategic management. Strategy students use the five forces model to conduct industry analysis by evaluating the external conditions that impact firms in a given industry. The five forces model is deceptively simple, yet it encompasses important nuances that students sometimes struggle to fully…
Descriptors: Industry, Models, Educational Games, Business Education
Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2023
Serious games are a growing field in academic research and they are considered an effective tool for education. Game-based learning invokes motivation and engagement in students resulting in effective instructional outcomes. An essential aspect of a serious game is the method of support for presenting the teaching material and providing feedback.…
Descriptors: Educational Games, Programming, Sequential Learning, Cognitive Processes
Sevda Korkmaz; Ayla Cetin-Dindar; Ferhunde Kucuksen Oner – Journal of Educational Research, 2023
To develop positive attitudes toward science, students should have the opportunity to experience enjoyment and enthusiasm within a conducive learning environment. This can be achieved through engaging in hands-on activities and participating in collaborative, student-centered activities. This study aimed to investigate the impact of developing…
Descriptors: Educational Games, Academic Achievement, Student Attitudes, Science Education
Josep J. Centelles; Estefania Moreno; Pedro R. de Atauri – International Society for Technology, Education, and Science, 2023
Gamification is a very useful technique, that has been fully increasing in the last years. During the COVID-19 pandemic, our innovation teaching group sent to our students several games, that were used by them for self-studying. Considering that many numerical problems can be proposed in Biochemistry, rather than numerical games (sudoku, adding…
Descriptors: Gamification, Biochemistry, Vocabulary, Educational Games
Leone Buckle; Holly P. Branigan; Laura Lindsay; Katherine Messenger – Language Learning and Development, 2025
Previous research has established that children's experiences of language during in-person interactions (e.g. individual and cumulative experiences of structural choices) implicitly shape language learning. We investigated whether children also implicitly learn structural choices during online interactions, and whether this is affected by the…
Descriptors: Grammar, Electronic Learning, Audio Equipment, Video Technology
Aymen Hawani; Anis ben Chikha; Wael Zoghlami; Santo Marsigliante; Antonella Muscella – Discover Education, 2025
This study investigated the effect of the motor game 'Exchequer Motor Game' (EMG) on first-grade children's Level of Geometric Thinking (LGT) and their post-learning mood tracking (PLMT). Thirty children (age 6.1 ± 0.7 years; physical education experience: 0.6 ± 0.4 years), classified at the "Visualization" stage of van Hiele's geometric…
Descriptors: Grade 1, Elementary School Students, Geometric Concepts, Thinking Skills
Fitri Wahyuni; Nur Hidayah; M. Ramli; Ida Juliana Hutasuhut; Husni Hanafi; Nanda Alfan Kurniawan; Suci Nora Julina Putri – Journal of Education and Learning (EduLearn), 2025
Basic communication skills are primary modalities for the counselor and should be developed from their preservice education. In Indonesia, most guidance and counseling major provide the basic communication skills course as a hybrid course, containing both theoretical and practical learning. This model had many challenges in making a balanced…
Descriptors: Communication Skills, Counselor Training, School Counselors, Game Based Learning
Priyanga Chandrasekaran; Priyadharshini Ragavane; Bhargavi K.; Vikneshan Murugaboopathy; Senthil Murugappan – Health Education & Behavior, 2025
Collaborative learning is an engaging approach that brings individuals together to achieve common educational goals. This study explores the effectiveness of Dentamatics, an innovative interactive board game, in enhancing oral health knowledge among children. Twelve children participated in the study, playing the game after obtaining consent from…
Descriptors: Educational Games, Cooperative Learning, Program Effectiveness, Dental Health

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