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Zuiker, Steven J.; Anderson, Kate T. – Research in Science Education, 2021
This study examines the design and enactment of a secondary physics unit on electromagnetism. The unit used an educational videogame to support peer dialogic engagement in a Singapore secondary school by engaging learners with qualitative physics phenomena. As an example of game-based learning, the unit includes activities and resources that…
Descriptors: Peer Relationship, Dialogs (Language), Learner Engagement, Secondary School Students
Rania Abdulkareem Kokandy – ProQuest LLC, 2021
Students often see mathematics as a hard subject because they have to rely on logic, mathematical theories of equations, proofs, and some of math concepts that are difficult to understand, which contributes to students' poor performance and low motivation to learn math. Therefore, the purpose of this quantitative study was to investigate the…
Descriptors: Game Based Learning, Mathematics Instruction, Educational Games, Grade 4
Eric S. Kobayashi – ProQuest LLC, 2021
Strong knowledge of foundational mathematics concepts is essential for success in high school mathematics courses, yet only one-third of middle school students in Hawai'i demonstrated proficiency in grade-level mathematics in 2019. Despite this problem, there are only a few studies investigating interventions aimed at addressing gaps in students'…
Descriptors: Learning Problems, High School Students, Mathematics Education, Educational Games
Song, Yi; Sparks, Jesse R. – Educational Technology Research and Development, 2019
In this paper, we describe an effort to develop and evaluate an innovative formative assessment to gather evidence about middle school students' argumentation skills. Specifically, this game-enhanced scenario-based assessment (Seaball--Semester at Sea) includes a series of argumentative reasoning activities in the context of an extended scenario…
Descriptors: Educational Games, Formative Evaluation, Evidence, Middle School Students
Lee, Philip T. Y.; Lui, Richard W. C.; Chau, Michael – Journal of Information Systems Education, 2019
Serious games, many of which are multi-player games, have been commonly used in information technology education and training. Competition can be intuitively associated with games; however, it is not always considered as a necessary attribute of serious games. Particularly, the learning impact results of competition are mixed. Challenge and…
Descriptors: Competition, Educational Games, Search Engines, Self Efficacy
Kalmpourtzis, George – British Journal of Educational Technology, 2019
This paper presents a teaching experiment with preschoolers, considering games as means for presenting problem-based situations and focusing on the development of game design in connection to problem posing skills. The study was conducted in a focus group of eighteen 5-6-year-old students who participated in game design sessions, compared to a…
Descriptors: Preschool Children, Teaching Methods, Educational Games, Problem Solving
Christian Lopez Bencosme – ProQuest LLC, 2019
The objective of this dissertation is to empirically test the effects of personalized gamification on individuals' performance. In order to achieve this objective, multiple experiments and case studies are conducted, and methods to help in the design of personalized and adaptive gamified applications are presented. Gamification aims to implement…
Descriptors: Gamification, Individualized Instruction, Assistive Technology, Personality Traits
Lambert, Richard G. – Center for Educational Measurement and Evaluation, 2023
This study sought to investigate whether there were performance differences between the children who engaged with the Ignite by Hatch™ educational gaming system using the English- or Spanish-language versions of the games. Differential item functioning methods (DIF) were employed to investigate these differences. Specifically, DIF analyses can…
Descriptors: Comparative Analysis, Educational Games, Spanish, English
Milkova, Eva; Pekarkova, Simona; Azim, Muhammad; Jabin, Bushra – Interactive Learning Environments, 2023
School readiness is recognized as one of the key starting points for children's further success in their school work and in their subsequent career. However, many kindergarten teachers still miss and long for a comprehensive, reliable and standardized diagnostic tool which could help them recognize the level of children's school readiness. That is…
Descriptors: Educational Games, School Readiness, Aptitude Tests, Computer Assisted Testing
Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
Teke, Hacer; Sever, Gulsah – International Journal of Education and Literacy Studies, 2023
The aim of this study is to reveal the applications for the tools, methods, and strategies used to provide motivation in online instrument education in line with the opinions of instrument educators. In the study, interview, observation, and literature review, which are among the qualitative research methods, were used. Within the scope of the…
Descriptors: Student Motivation, Musical Instruments, Music Education, Online Courses
El-Badramany, Mohamed Atef; Khalifa, Mai Elsayed; Mekky, Dina Samir; Soliman, Noha Mohamed – Contemporary Educational Technology, 2023
The purpose of this study was to investigate the influence of cognitive training (CT) using mobile applications on attentional control and impulsivity among pre-service teachers. Pre-service teachers were divided into two groups: experimental (n=25) and control (n=14) groups, they were selected from a large sample (n=718). Over 28 sessions, the…
Descriptors: Cognitive Development, Training, Computer Oriented Programs, Attention Control
Chen, Yu-Chi; Chao, Chi-Yu; Hou, Huei-Tse – Journal of Educational Computing Research, 2023
Pattern recognition is an important skill in computational thinking. In this study, an equation puzzle game was developed by combining pattern recognition with algebraic reasoning, and scaffolding was designed to support learners' learning. Sixty participants were enrolled in this study, divided into a control group and an experimental group to…
Descriptors: Pattern Recognition, Skill Development, Educational Games, Computation
Kuzembayeva, Gulzhana; Kuanyshbayeva, Assel; Maydangalieva, Zhumagul; Spulber, Diana – Journal of Education and e-Learning Research, 2023
The quality of foreign language teaching (FLT) is inextricably linked with developing students' communicative competence (CC), a complex formation that is being comprehended by methodologists. The term "communicative competence" (CC) implies the speaker's production of grammatically correct language appropriate to various social settings…
Descriptors: Preservice Teachers, Teacher Education Programs, Communicative Competence (Languages), Role Playing
Zwanch, Karen; Broome, Bridget – Mathematics Teacher: Learning and Teaching PK-12, 2023
Generalizing patterns is an important feature of algebraic reasoning that is accessible to students across grade-levels because it connects their numerical reasoning to algebraic reasoning. In this article, the authors describe how teachers can use the game Crack the Code to introduce generalizing to their students or can extend students'…
Descriptors: Mathematics Education, Elementary School Mathematics, Grade 6, Mathematics Instruction

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