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de Voogt, Alex; Rougetet, Lisa; Epstein, Nathan – Mathematics Teacher, 2018
Some research has suggested the use of mancala games in mathematics education. The immediate concepts associated with playing mancala games have been limited to counting as well as addition and subtraction, so the potential of mancala has remained limited to primary school education. This proposed adaptation of a mancala game allows for teaching…
Descriptors: Educational Games, Mathematics Instruction, Secondary School Mathematics, High Schools
Bayeck, Rebecca Yvonne – Cambridge Journal of Education, 2018
Studies of African indigenous games often focus on a specific game or on games from different regions. This article, rather, examines five popular African board games in order to find the similarities and differences among these games. The analysis shows similarities among them. However, these similarities do not necessarily mean that these games…
Descriptors: Educational Games, Blacks, Foreign Countries, Cultural Context
Paul, Rik; Ponnam, Abhilash – Decision Sciences Journal of Innovative Education, 2018
Services are intangible in nature. For a marketing educator, it is difficult to illustrate to students the means of creating favorable customer experiences through standard lectures or case studies in a services context, considering this intangibility property. This paper describes a simple role playing game that uses the Chinese puzzle 'Tangram'…
Descriptors: Consumer Education, Retailing, Distributive Education, Business Administration Education
Jayman, Michelle; Ventouris, Annita – Educational & Child Psychology, 2020
Aim(s): Play contributes uniquely to effective learning and the development of children's socio-emotional skills. This study investigated "Book of Beasties": A school-based, socio-emotional intervention centred around a card game which aims to improve children's emotional literacy and wellbeing through playful learning. Exploratory…
Descriptors: Educational Games, Wellness, Elementary School Students, Foreign Countries
Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning
Piñero Charlo, José Carlos – Education Sciences, 2020
The curricular perspective based on teaching processes which takes formal mathematical knowledge as a starting point has been severely criticized. This traditional perspective considers that the formal mathematical knowledge has to be taught prior to the application so, once taught, it can be used to solve problems. Along with this criticism,…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learning Processes
Martindale, Rowan C.; Weiss, Anna M. – Journal of Geoscience Education, 2020
Incorporating games in teaching can help students retain material and become innovative problem solvers through engagement and enjoyment. Here we describe a new board game, "Taphonomy: Dead and Fossilized," and its use as an active learning tool (material available at doi: 10.18738/T8/NQV2CU). The educational objective is to teach the…
Descriptors: Educational Games, Science Education, Paleontology, Undergraduate Students
Çagir, Sibel; Oruç, Sahin – Participatory Educational Research, 2020
In the Social Studies lesson, the impacts of using intelligence and mind games on academic achievement and students' attitudes towards Social Studies lesson were examined for the teaching of the concepts in the 6th grade Effective Citizenship Learning Area. In the study, semi-experimental pattern with pre-test-post-test, experimental-control group…
Descriptors: Intelligence, Concept Teaching, Social Studies, Academic Achievement
Es-Sajjade, Abdelghani; Paas, Fred – Educational Technology Research and Development, 2020
Although educational games have been used for a considerable time, their true potential for enhancing achievement and motivation is still being explored. We argue in this paper that we may get closer to realizing this potential if the theoretical underpinning of educational games is improved. We developed a simple interactive math game based on…
Descriptors: Educational Theories, Educational Games, Computer Games, Computer System Design
Baszuk, Patricia A.; Heath, Michele L. – Journal of Education for Business, 2020
Instructional games in the classroom help to facilitate student engagement and utilize technology to help students prepare for exams. The purpose of this experiential learning exercise is to increase student engagement and understanding of course content using technology as a game in the classroom to increase exam scores. Human resource…
Descriptors: Tests, Educational Technology, Learner Engagement, Educational Games
Tsai, Chun-Yen; Lin, Huann-shyang; Liu, Shu-Chiu – Journal of Computer Assisted Learning, 2020
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated…
Descriptors: Educational Games, Instructional Effectiveness, Achievement Tests, Foreign Countries
Salas-Rueda, Ricardo-Adán; Salas-Rueda, Érika-Patricia; Salas-Rueda, Rodrigo-David – International Journal of Education in Mathematics, Science and Technology, 2020
This mixed research aims to analysis and design the Web Game On Descriptive Statistics (WGODS) through the ADDIE model, data science and machine learning. The sample consists of 61 students from a university in Mexico. WGODS is a technological tool (quiz game) that presents various questions and answers about statistics (quantitative and…
Descriptors: Statistics, Computer Games, College Students, Educational Games
Wronowski, Meredith; Urick, Angela; Wilson, Alison S. P.; Thompson, William; Thomas, David; Wilson, Scott; Elizondo, Francisco J.; Ralston, Ryan – Journal of Educational Computing Research, 2020
The overuse of lecture-based approaches for instruction in university courses may have limited student access to knowledge, particularly the transfer of complex concepts, such as central limit theorem in statistics. This study seeks to contribute to empirical research regarding the effectiveness of serious educational games (SEGs) to increase…
Descriptors: Outcomes of Education, Educational Games, Psychological Patterns, Learner Engagement
Pereira, Sara; Rodrigues, Maria José; Vieira, Rui Marques – Early Child Development and Care, 2020
Science education become one prioritie of modern societies, with the purpose of forming scientifically literate youth and adults. They play an active role in solving the problems existing in society, making critical and informed decisions. In this paper we discuss the need for scientifically literate citizens and the relevance of practical work as…
Descriptors: Play, Scientific Literacy, Science Education, Decision Making
Yang, Zhiguo; Guo, Xiang – Decision Sciences Journal of Innovative Education, 2020
Hadoop is a well-known big data system and a subject covered in many big data courses. This article describes two role play games for teaching the two fundamental components in the Hadoop framework, MapReduce and Hadoop Distributed File System (HDFS). In the games, students form teams and play different roles as a part of a Hadoop cluster. The…
Descriptors: Role Playing, Educational Games, Teaching Methods, Class Activities

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