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Bolstad, Rachel – set: Research Information for Teachers, 2018
The Games for Learning project set out to explore game-based learning (GBL) practices in New Zealand classrooms and build a connected community of research and practice. Our research suggests there is a mixture of curiosity, enthusiasm, and uncertainty in the sector about where games "fit" into learning. I outline some of the theoretical…
Descriptors: Foreign Countries, Educational Games, Game Based Learning, Teaching Methods
Üstündag, Serhat; Özcan, Gülsen – Journal of Education and Training Studies, 2018
This research examines the effect of educational games on self-concept levels of inclusive students enrolled in secondary schools. The research was conducted in two secondary schools in Golbasi district of Ankara, the capital of Turkey, in the spring semester of 2015-2016 academic year. The research employed semi-experimental design with pretest…
Descriptors: Educational Games, Secondary School Students, Inclusion, Self Concept
Luke Erickson – ProQuest LLC, 2018
The purpose of this study was to explore the educational outcomes of four different methods of instruction: a traditional slideshow control group, and an educational video game played either individually, competitively in small groups, or cooperatively in small groups. The instructional tool of interest was an educational video game designed to…
Descriptors: Teaching Methods, Visual Aids, Video Games, Competition
Mermelstein, Aaron David – English Teaching Forum, 2016
This Teaching Technique introduces a fun, versatile game that gets students thinking, talking, and working together in the English as a second language (ESL) or English as a foreign language (EFL) classroom. It is easy to prepare, and it is a fun and efficient way to enhance learning. The game can be adapted to almost any grade level or ESL/EFL…
Descriptors: Teaching Methods, Educational Games, English (Second Language), Second Language Instruction
Zigo, Suzanne L. – ProQuest LLC, 2016
Digital game-based instruction is a relatively new phenomenon in the world of education. Teachers hold the key to unlock the world of DGBL within the classroom. Within the classroom a teacher is much like an artist with a blank canvas and typically artistic freedom is granted. What is taught, the curriculum, is generally mandated by local,…
Descriptors: Video Games, Technology Uses in Education, Educational Games, Teaching Methods
Hicks, Drew; Liu, Zhongxiu; Eagle, Michael; Barnes, Tiffany – International Educational Data Mining Society, 2016
Level creation is a creative game-play exercise that resembles problem-posing, and has shown to be engaging and helpful for players to learn about the game's core mechanic. However, in user-authoring environments, users often create levels without considering the game's objective, or with entirely different objectives in mind, resulting in levels…
Descriptors: Affordances, Educational Games, Creative Activities, Video Games
Karakasis, Christodoulos; Xinogalos, Stelios – Informatics in Education, 2020
At 21st century Computational Thinking (CT) is considered a fundamental skill that anyone should possess and develop from a young age. Serious games and more specifically educational games (EGs) are a promising means of introducing algorithmic thinking and programming concepts and engaging students through the process of learning. In this article,…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computation
Açikgül, Kübra – Acta Didactica Napocensia, 2020
The purpose of this study is to investigate the effect of Technological Pedagogical Content Knowledge (TPACK) Game activities supported micro-teaching practices on middle school preservice mathematics teachers' TPACK self-efficacy perception levels. A single group pretest-posttest experimental design was employed. One hundred middle-school…
Descriptors: Instructional Effectiveness, Pedagogical Content Knowledge, Technological Literacy, Educational Games
Alevli, Ozan – Journal of Inquiry Based Activities, 2020
The purpose of this study is to share the design, implementation, and evaluation processes regarding an activity implemented for improving the vocabulary of 4th grade students, and to determine the opinions of the students about the activity. The activity serves to the purpose of learning the new words and phrases meaningfully through active…
Descriptors: Vocabulary Development, Grade 4, Elementary School Students, Student Attitudes
Chen, Sufen; Jamiatul Husnaini, Siti; Chen, Jing-Ju – International Journal of Science Education, 2020
This study investigated the time effect of cooperative games on students' emotions of learning science and the treatment effect on their chemistry achievement. This quasi-experimental study compared the use of cards, board games, and riddles, and the use of conventional paper-and-pencil exercises to learn the basics of chemical elements and…
Descriptors: Chemistry, Science Achievement, Science Instruction, Public Schools
Themistokleous, Sotiris; Avraamidou, Lucy; Vrasidas, Charalambos – EURASIA Journal of Mathematics, Science and Technology Education, 2020
The purpose of this qualitative case study study is to examine the ways in which mobile videogames can be used in non-formal educational environments, to support students to develop decision-making skills through negotiated play. In the context of this study, the health literacy mobile videogame, "PlayForward: Elm City Stories" developed…
Descriptors: Handheld Devices, Video Games, Play, Decision Making Skills
Hautopp, Heidi; Ejsing-Duun, Stine – Electronic Journal of e-Learning, 2020
This study investigates how the use of visual facilitation and representations, e.g. visualisations and video productions, combined with peer-feedback sessions can create exploratory approaches to game design in online teaching. The article analyses an iterative game development process in an online learning context. The empirical data is…
Descriptors: Visual Aids, Visualization, Video Technology, Film Production
Rychkova, Anastasia; Korotkikh, Alexey; Mironov, Andrey; Smolin, Artem; Maksimenko, Nadezhda; Kurushkin, Mikhail – Journal of Chemical Education, 2020
Orbital Battleship, published in 2016 in this "Journal," is a hands-on competitive exercise which has been shown to be an efficient tool to reinforce the knowledge of the atomic structure. We decided to give it a more futuristic look and are presenting VR Orbital Battleship, a completely immersive collaborative experience which, in…
Descriptors: Science Instruction, Computer Simulation, Educational Technology, Educational Games
Khatri, Puja; Raina, Khushboo; Wilson, Caroline; Kickmeier-Rust, Michael – Assessment & Evaluation in Higher Education, 2020
The selection of career paths and making of academic choices is a difficult and often confusing task for young people. The impact on their lives, however, is enormous as it can determine entire future career possibilities. In India, a general remedy to this stress is that instead of choosing a field of study tailored to individual preferences and…
Descriptors: Learning Analytics, Competence, Career Planning, Computer Simulation
Chen, Si; Zhang, Sujing; Qi, Grace Yue; Yang, Junfeng – Educational Technology & Society, 2020
Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learners. However, what GBL is perceived by teachers and learners has been a concern that might impact on quality of teaching and learning in the GBL environment. Game-based pedagogy meticulously designed from a teacher's perspective was regarded as…
Descriptors: Game Based Learning, Experienced Teachers, Instructional Design, Teacher Education

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