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Bikar, Soon Singh; Sharif, Sabariah; Talin, Rosy; Rathakrishnan, Balan – Review of International Geographical Education, 2020
Recent trends show the number of students studying geography in upper secondary school is declining. Among the reasons identified is that geography is perceived as a very tedious and difficult subject to study. With the rapid development of technology in the twenty-first century, the use of multi-media tools and technologies in education have…
Descriptors: Student Attitudes, Attitude Change, Secondary School Students, Student Motivation
Celestini, Ann – Canadian Journal of Learning and Technology, 2020
Games have been socially entrenched throughout history as a form of entertainment. Current rapidly changing technological advances have permitted an increasingly prominent means of utilizing these entertainment sources in an instructional capacity for educational purposes. As a result, serious games focus on engaging learners in activities which…
Descriptors: Higher Education, Distance Education, Game Based Learning, Educational Games
Amalia, Arsyi Rizqia – Acuity: Journal of English Language Pedagogy, Literature and Culture, 2020
In learning a language, vocabulary is the most important thing that should be mastered by learners. The English ability of primary school students is very closely related to the vocabulary mastery that they have. This research aims to find the answer to the following questions: (1) How is the application of Guess My Move Game model in learning…
Descriptors: Vocabulary Development, Mastery Learning, Elementary School Students, Educational Games
Orr, Edna – Early Child Development and Care, 2020
The current study's objective was to examine the link between cognitive stimulation at home and children's task persistence. A sample of 60 children and parents with equal numbers selected from low- and high-income families were recruited to gather information about the level of cognitive stimulation in their home by using a checklist-like tool…
Descriptors: Persistence, Family Environment, Family Income, Socioeconomic Status
Tärning, Betty; Lee, Yeon Joo; Andersson, Richard; Månsson, Kristian; Gulz, Agneta; Haake, Magnus – Journal of the Learning Sciences, 2020
Background: Previous research shows that critical constructive feedback, that scaffolds students to improve on tasks, often remains untapped. The paper's aim is to illuminate at what stages students provided with such feedback drop out of feedback processing. Methods: In our model, students can drop out at any of five stages of feedback…
Descriptors: Feedback (Response), Computer Games, Educational Games, Elementary School Students
Bulut, Ayhan – Acta Educationis Generalis, 2020
Introduction: Disasters and emergencies adversely influence around 70 million children worldwide. Regrettably, those who suffer the most from the consequences of any natural disaster and do not have any knowledge on how to protect themselves in such situations are children. Particularly, educating and raising the awareness of children in this…
Descriptors: Emergency Programs, Natural Disasters, Preschool Education, Preschool Children
Liang, Yuan; Zhang, Lijin; Long, Yang; Deng, Qian; Liu, Yujuan – Early Education and Development, 2020
Research Findings: Low-socioeconomic status (SES) (intervention group, n = 31; control group, n = 32) and middle/high-SES (reference group, n = 33) 5-year-old Chinese kindergartners were screened through SES and IQ test. Their number sense was examined over five time points. The pretest was conducted at the beginning of the fall semester, followed…
Descriptors: Response to Intervention, Mathematics Instruction, Play, Low Income Students
Stylianidou, Nayia; Sofianidis, Angelos; Manoli, Elpiniki; Meletiou-Mavrotheris, Maria – Education Sciences, 2020
This article reports on the main experiences gained from a teaching intervention which utilised the alternate reality game 'Helping Nemo' in an augmented reality environment for formative assessment. The purpose of the study was to explore the ways in which the affordances arising from the combination of alternate reality games and augmented…
Descriptors: Educational Games, Access to Education, Computer Simulation, Intervention
Callies, Sophie; Gravel, Mathieu; Beaudry, Eric; Basque, Josianne – International Journal of Game-Based Learning, 2017
This paper presents an architecture designed for simulation serious games, which automatically generates game-based scenarios adapted to learner's learning progression. We present three central modules of the architecture: (1) the learner model, (2) the adaptation module and (3) the logs module. The learner model estimates the progression of the…
Descriptors: Simulation, Educational Games, Models, Computation
Hung, Aaron Chia Yuan – Journal of Interactive Online Learning, 2017
Gamification has received increased attention in education in recent years, and is seen as a way to improve student engagement, motivation, attendance, and academic performance. While empirical studies on gamification in higher education are showing modest gains in some areas, this data can be difficult to interpret because of the many ways that…
Descriptors: Games, Educational Games, Higher Education, Educational Research
Barnard, Dan – International Journal of Game-Based Learning, 2017
This case study draws on some experiments I have been doing in the use of dice in the ideas generation phase of a creative project. It draws on workshops I have run with creative technology students at Goldsmiths, with a range of adults at the Counterplay Conference in Aarhus (Denmark) and the Playful Learning Conference at Manchester Metropolitan…
Descriptors: Case Studies, Educational Games, Creativity, Drama Workshops
Cheatham, Jessica M.; Ozga, Jenny E.; St. Peter, Claire C.; Mesches, Gabrielle A.; Owsiany, Jennifer M. – Journal of Behavioral Education, 2017
Participation in college classrooms remains low, despite evidence that increased participation contributes to better grades. Incorporating active student educational strategies may help combat poor participation. The Good Behavior Game is a tool for improving various behaviors of children and adolescents in schools. However, strategies similar to…
Descriptors: Class Activities, Student Participation, Comparative Analysis, Student Behavior
Essalmi, Fathi; Tlili, Ahmed; Ben Ayed, Leila Jemni; Jemmi, Mohamed – International Journal of Distance Education Technologies, 2017
Learner modeling is a crucial step in the learning personalization process. It allows taking into consideration the learner's profile to make the learning process more efficient. Most studies refer to an explicit method, namely questionnaire, to model learners. Questionnaires are time consuming and may not be motivating for learners. Thus, this…
Descriptors: Educational Games, Personality, Personality Measures, Questionnaires
Wouters, Pieter; van Oostendorp, Herre; ter Vrugte, Judith; vanderCruysse, Sylke; de Jong, Ton; Elen, Jan – British Journal of Educational Technology, 2017
The challenge in serious games is to improve the effectiveness of learning by stimulating relevant cognitive processes. In this paper, we investigate the potential of surprise in two experiments with prevocational students in the domain of proportional reasoning. Surprise involves an emotional reaction, but it also serves a cognitive goal as it…
Descriptors: Educational Games, Teaching Methods, Emotional Response, Logical Thinking
Bureš, Vladimír; Mikulecká, Jaroslava; Ponce, Daniela – SAGE Open, 2017
The use of television (TV) for learning purposes has been a topic of interest for several decades. Although digital TV represents a highly up-and-coming platform for education, there is a plethora of issues from various areas. The primary goal of this article is to present details associated with the investigation of how elderly as a distinctive…
Descriptors: Television, Educational Technology, Older Adults, Adult Education

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