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Scalise, Nicole R.; Daubert, Emily N.; Ramani, Geetha B. – Journal of Experimental Education, 2020
Low-income preschoolers have lower average performance on measures of early numerical skills than middle-income children. The present study examined the effectiveness of numerical card games in improving children's numerical and executive functioning skills. Low-income preschoolers (N = 76) were randomly assigned to play a numerical magnitude…
Descriptors: Early Intervention, Mathematics Skills, Teaching Methods, Educational Games
Kang, Ya-Shu; Chang, Yao-Jen – Journal of Applied Research in Intellectual Disabilities, 2020
Background: Individuals with intellectual disabilities (ID) may have difficulties in performing daily living tasks. Among other daily living tasks, independent automated teller machine (ATM) skills are an essential life skill for people with intellectual disabilities. Materials and Methods: Three junior high school students in a special education…
Descriptors: Educational Games, Computer Simulation, Junior High School Students, Students with Disabilities
Holbrey, Christine Elizabeth – Technology, Pedagogy and Education, 2020
Traditional lecture theatre environments present significant challenges in higher education, in light of increasingly large and diverse student populations. This small-scale study explores how blended learning through the game-based platform Kahoot! can be used to enhance the learning experience offered to students in these spaces, from the…
Descriptors: Educational Games, Blended Learning, Undergraduate Students, Student Attitudes
Nicholas Diana – ProQuest LLC, 2020
Civil discourse is our most basic form of civic engagement. In a democracy, it is our best tool for collectively answering a society's most fundamental question: "What shall we do?" While most of us have no doubt participated in political discussions, engaging in civil discourse that is productive (i.e., dialogue that "fosters…
Descriptors: Citizen Participation, Communication Skills, Curriculum Development, Values
Rebekah R. Ingram; Ryan T. Ransom; Kahente Horn-Miller – Canadian Journal of Applied Linguistics / Revue canadienne de linguistique appliquée, 2024
The Atlas of Kanyen'kehá:ka Space project (Kanyen'kehá:ka Nation, 2020; see www.mohawkatlas.org) launched in 2019 for the purposes of preserving Kanyen'kéha (Mohawk language) place names and related landscape terminology. Built using Nunaliit, a community mapping framework developed by Carleton University's Geomatics and Cartographic Research…
Descriptors: Place Based Education, Eskimo Aleut Languages, American Indian Languages, Atlases
José Nunes da Silva Júnior; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; André Jalles Monteiro; Kimberly Benedetti Vega; Andrea Basso – Journal of Chemical Education, 2024
Research indicates that students frequently struggle to apply their knowledge of organic compounds' structural theory to understand the concepts related to resonance and learn to use curved arrows to write resonance structures. Educators have developed educational tools and methodologies to aid students in overcoming their learning difficulties.…
Descriptors: Design, Curriculum Implementation, Web Based Instruction, Educational Games
Sim, Duncan; Boyle, Elizabeth; Leith, Murray Stewart; Williams, Alan; Jimoyiannis, Athanassios; Tsiotakis, Panagiotis – Journal of Geography in Higher Education, 2021
This paper explores the contribution to geography teaching which can be made by serious games. We describe the ways in which gaming has progressed from "dissected maps" and jigsaws through board games, to the range of online games which are available today. We describe the development, in conjunction with European partner institutions,…
Descriptors: Geography, Instruction, Teaching Methods, Educational Games
Holdsworth, Nadine – Research in Drama Education, 2021
In 2019 a pilot project called 'Homeless Monopoly' evolved in Coventry to investigate how arts methodologies, dramatic scenarios and gamification could be used to raise awareness in young people regarding homelessness. This article investigates the origins and collaborative development of this project, but specifically focuses on how piloting the…
Descriptors: Drama, Resilience (Psychology), Homeless People, At Risk Persons
Liu, Yi Chun; Wang, Wei-Tsong; Lee, Tzu-Lien – Journal of Educational Computing Research, 2021
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that…
Descriptors: Computer Games, Educational Games, Game Based Learning, Feedback (Response)
Mannino, Michael V.; Khojah, Mohammed; Gregg, Dawn G. – Journal of Information Systems Education, 2021
This paper describes an innovative approach for teaching the challenges in the management of data warehouse development. The approach contains lecture material providing conceptual background about the management of data warehouse development, a simulation game supporting experiential learning, and a post-play debriefing to support synthesis of…
Descriptors: Game Based Learning, Simulation, Data Analysis, Teaching Methods
Harrington, Ingrid; Mellors, Marc J. – International Journal of Higher Education, 2021
The role of gamification in Australian higher educational learning has gained increasing currency in recent years, with many proponents promoting its usefulness for improving the university student experience by increasing progression and lowering attrition, particularly among first year students (Charles, Charles, McNeill, Bustard, & Black,…
Descriptors: Foreign Countries, Higher Education, College Students, Game Based Learning
Belin, Kate; Ferrell, Courtney – Journal of Mathematics Education at Teachers College, 2021
Teaching gerrymandering in our high school geometry classrooms provides students with a unique opportunity to use mathematics to describe, analyze and make sense of the world around them. Our purpose is to provide our students the opportunity to apply learned definitions and formulas of area and perimeter to a sociopolitical context. We present a…
Descriptors: Mathematics Instruction, Secondary School Mathematics, High School Students, Geometry
Parks, Amy Noelle; Tortorelli, Laura – Journal of Research in Childhood Education, 2021
Interest in providing one-to-one technology to students is increasing, particularly in low-income schools. This study examined the impact of one such approach on kindergartners' math and literacy development during an academic year in a small urban public school district. A district-wide outreach program provided tablets to every kindergarten…
Descriptors: Access to Computers, Kindergarten, Preschool Children, Urban Schools
Bagès, Céline; Hoareau, Natacha; Guerrien, Alain – Journal of Research in Childhood Education, 2021
The purpose of this article is to determine the effectiveness of role-playing games (RPGs) as an intervention program to reduce bullying. Eighty-six French 6th-graders were randomly assigned to either the empathy training program involving three RPG sessions of 60 minutes or to the control condition in which students benefited from three sessions…
Descriptors: Bullying, Role Playing, Intervention, Behavior Modification
Guenaga, Mariluz; Eguíluz, Andoni; Garaizar, Pablo; Gibaja, Juanjo – Computer Science Education, 2021
Background and Context: Despite many initiatives to develop Computational Thinking (CT), not much is known about how early programmers develop CT and how we can assess their learning. Objective: Determine if the analysis of students' interactions with an online platform allows understanding the development of CT, how we can convert data collected…
Descriptors: Computation, Thinking Skills, Skill Development, Cognitive Tests

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