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Kapp, Felix; Spangenberger, Pia; Kruse, Linda; Narciss, Susanne – Metacognition and Learning, 2019
Self-evaluation of one's competences is considered a core factor in various domains of human functioning, including learning and instruction, as well as academic and vocational choices. Researchers from the fields of metacognition and learning, as well as motivation and learning have thus intensively investigated issues related to the…
Descriptors: Educational Games, Self Evaluation (Individuals), Technological Literacy, Self Efficacy
Wallace, Jessica; Covassin, Tracey; Beidler, Erica – Health Education Journal, 2019
Objective: The ability of athletes in underserved communities to recognise sport-related concussion (SRC) may be complicated by the lack of a qualified professional, such as an athletic trainer, present. An active learning educational activity (Concussion Bingo) was developed to assist in SRC identification. This study examined learning outcomes…
Descriptors: Head Injuries, Brain, Athletes, Low Income Students
Machado, João Cláudio; Barreira, Daniel; Galatti, Larissa; Chow, Jia Yi; Garganta, Júlio; Scaglia, Alcides José – Physical Education and Sport Pedagogy, 2019
Background: Street football can be understood as the most natural way to learn football and it can be a great starting point to develop perceptual, decisional, tactical and motor skills. Importantly, players involved in Street football may develop a strong emotional bond to the game through their experiences playing in an informal setting and…
Descriptors: Team Sports, Leisure Time, Recreational Activities, Informal Education
Adamson, Reesha M.; McKenna, John William; Mitchell, Barbara – Preventing School Failure, 2019
The use of a tiered approach provides a structured format for increasing consistency across educators to address the diversity of student needs within a school. The same logic of providing a tiered continuum of evidence-based increasingly intensive supports that is characteristic of schoolwide multi-tiered systems of support (MTSS) can be adapted…
Descriptors: Student Behavior, Behavior Problems, Behavior Modification, Classroom Techniques
Davenport, Carrie A.; Konrad, Moira; Alber-Morgan, Sheila R. – Journal of Deaf Studies and Deaf Education, 2019
This study examined the effects of a reading racetrack game on acquisition, maintenance, and generalization of sight words for four kindergarten students who are deaf. The game consisted of placing sight words around a racetrack board and prompting the participant to read the words. A multiple probe design across word sets demonstrated a…
Descriptors: Deafness, Kindergarten, Preschool Children, Educational Games
Hill, David J.; Williams, Olivia F.; Mizzy, Danianne P.; Triumph, Therese F.; Brennan, Catherine R.; Mason, Dawn C.; Lawrence, David S. – Journal of Chemical Education, 2019
A laboratory-safety course has been developed that is designed to introduce first-year graduate students to the array of dangers associated with research in the chemical sciences. We describe the challenges of creating an impactful course that seeks to convey practical laboratory-safety information in a classroom setting for students with a…
Descriptors: Laboratory Safety, Graduate Students, Active Learning, Introductory Courses
Willmott, Taylor; Russell-Bennett, Rebekah; Drennan, Judy; Rundle-Thiele, Sharyn – Health Education & Behavior, 2019
Introduction: Game On: Know Alcohol, a school-based alcohol education program, aimed to educate adolescents on the harmful effects of (excessive) alcohol consumption. The program included two user-centered serious educational games, Perfect Pour and Dumb Driver. Purpose: To evaluate the objective effect of playing Perfect Pour and Dumb Driver on…
Descriptors: Alcohol Education, Comprehensive School Health Education, Adolescents, Drinking
Bay-Williams, Jennifer; Kling, Gina – ASCD, 2019
Mastering the basic facts for addition, subtraction, multiplication, and division is an essential goal for all students. Most educators also agree that success at higher levels of math hinges on this fundamental skill. But what's the best way to get there? Are flash cards, drills, and timed tests the answer? If so, then why do students go into the…
Descriptors: Mathematics Education, Arithmetic, Mastery Learning, Mathematics Skills
Salgado-Jauregui, Estefanía; Martindale, Rowan C.; Ellins, Katherine; Reyes, Enrique; Weiss, Anna – Journal of Geoscience Education, 2022
Although many have suggested the use of games to motivate active learning, studies that evaluate the learning outcomes of games with high school students are scarce. Here, we present the evaluation of the board game "Taphonomy: Dead and Fossilized" as an active learning tool to teach fossilization and Earth systems thinking with rising…
Descriptors: Outcomes of Education, Educational Games, High School Students, Summer Programs
Muntrikaeo, Kuntida; Poonpon, Kornwipa – English Language Teaching, 2022
The purposes of this study were to investigate the effects of task-based instruction using online language games in a flipped learning environment (TGF) in developing the English oral communication ability of Thai secondary students and examine the students' opinions of the task-based instruction using online language games in a flipped learning…
Descriptors: Secondary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
Zuiker, Steven J. – Educational Technology, 2016
Educational videogames support productive learning by organizing content in relation to meaningful contexts and roles. Videogames can also create new opportunities for understanding and supporting learning when the game ends. This presents formative transitions as a strategy for revealing what players learn through videogames, while also…
Descriptors: Video Games, Educational Games, Educational Technology, Play
Ünal Gezer, Melike – International Online Journal of Education and Teaching, 2021
Determining later academic achievement, early literacy skills are all of the prerequisite knowledge, skills, and attitudes necessary for successful reading and writing during formal education. Early literacy skills consist of several sub-skills including phonology knowledge that determine primary-level reading. The present article is prepared for…
Descriptors: Singing, Educational Games, Second Language Learning, Second Language Instruction
Punyasettro, Santhanat; Yasri, Pratchayapong – European Journal of Educational Research, 2021
Understanding phylogenetic trees representing evolutionary relationships of living organisms is essential in school biology. Traditional instructions based on lectures and textbooks with pictorial presentations have been proven ineffective to promote students' understanding of the concept. This study, therefore, developed a game-based learning…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Biology
Gesel, Samantha A.; LeJeune, Lauren M.; Lemons, Christopher J. – Young Exceptional Children, 2021
Phonological awareness (PA) is defined as a child's ability to hear and manipulate parts of spoken language (National Early Literacy Panel [NELP], 2009; National Institute of Child Health and Human Development [NICHD], 2000). Ensuring that children develop PA increases the likelihood that they are successful with later reading instruction. Two…
Descriptors: Phonological Awareness, Down Syndrome, Preschool Children, Reading Skills
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games

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