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Ward, Phillip; Piltz, Wendy; Lehwald, Harry – Journal of Physical Education, Recreation & Dance, 2018
This article, designed for teachers and teacher educators, discusses three essential elements of pedagogical content knowledge that teachers need in order to teach games. First, teachers must know their content. This includes common content knowledge, such as techniques and game sense (i.e., using tactics, rules and communication to play the…
Descriptors: Educational Games, Pedagogical Content Knowledge, Physical Education, Physical Education Teachers
Sowell, Jimalee – English Teaching Forum, 2018
Circumlocution--using known vocabulary to describe a forgotten or unknown word--can help English language learners avoid communication breakdowns when speaking. Students of all proficiency levels can benefit from instruction and practice related to circumlocution strategies. In the activity presented in this article, students use these strategies…
Descriptors: Vocabulary Development, Communication Strategies, English Language Learners, Language Proficiency
Chaney, Philip L.; Doukopoulos, Lindsay – Geography Teacher, 2018
Sustainability is an important topic of discussion in geography as society faces increasing challenges from depletion of natural resources and degradation of the natural environment (Yates 2012; Goudie 2013). A primary goal of educators is to prepare students to address complex issues such as these in their personal lives and professional careers.…
Descriptors: Sustainability, Geography Instruction, Active Learning, Water
Alexiou, Andreas; Schippers, Michaéla C. – Education and Information Technologies, 2018
The primary aim of this paper is to identify and theoretically validate the relationships between core game design elements and mechanics, user motivation and engagement and consequently learning. Additionally, it tries to highlight the moderating role of player personality traits on learning outcomes and acceptance and suggest ways to incorporate…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Motivation
Giannakoulas, Andreas; Xinogalos, Stelios – Education and Information Technologies, 2018
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students' interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Video Games
Zeglen, Eric; Rosendale, Joseph A. – Journal of Open, Flexible and Distance Learning, 2018
Although online education offerings continue to grow in the higher education marketplace, issues of student achievement and course rigour still challenge the underlying instructional model, and alignment with institutional missions. Pedagogically, instructors and course designers can mitigate these issues by leveraging technology to further…
Descriptors: Educational Games, Electronic Learning, Higher Education, Academic Achievement
Kayhan, Nilay; Pistav Akmese, Pelin – Cypriot Journal of Educational Sciences, 2018
This study aims to examine the compulsory courses related to the game and game teaching in special education teacher training undergraduate programme in terms of number, term, credit and content. The data in descriptive study have been determined using document analysis technique. It has been stated that pre-service teachers in most of the EU…
Descriptors: Foreign Countries, Educational Games, Required Courses, Preservice Teacher Education
Roscoe, Rod D.; Allen, Laura K.; McNamara, Danielle S. – Grantee Submission, 2018
A critical challenge for computer-based writing instruction is providing appropriate and adaptive practice. The current study examined three modes of computer-based writing practice with the goal of identifying those with the greatest learning and motivational value. High school students learned about writing strategies by studying lessons within…
Descriptors: High School Students, Writing Instruction, Computer Assisted Instruction, Writing Strategies
Bibic, Lucka; Druskis, Justinas; Walpole, Samuel; Angulo, Jesus; Stokes, Leanne – Journal of Chemical Education, 2019
Virtual reality (VR) technology has been capturing the public imagination for decades. VR software applications that allow for interactive immersion are emerging as a renowned medium in many areas, including educating the public in biochemistry-related subjects via public engagement events. This report provides information about an immersive,…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computer Software
Ting, Fridolin Sze Thou; Lam, Wai Hung; Shroff, Ronnie Homi – Education Sciences, 2019
Research has demonstrated the positive impact of active learning on students' learning outcomes, particularly in science, technology, engineering and mathematics (STEM) fields. However, few studies have explored the impact of active learning via problem-based collaborative games in large mathematics classes in the context of Asian tertiary…
Descriptors: Foreign Countries, Active Learning, Problem Based Learning, College Mathematics
Gil-Doménech, Dolors; Berbegal-Mirabent, Jasmina – Innovations in Education and Teaching International, 2019
It is of utmost importance to innovate in current teaching practices at higher education in order to enhance learners' involvement, comprehension, cooperation and motivation. In non-STEM (science, technology, engineering and mathematics) programmes students tend to display a negative attitude towards mathematic-related courses, which usually…
Descriptors: Learner Engagement, Mathematics Education, Mathematics Instruction, Teaching Methods
Ogheneakoke, Clifford Edore; Obro, Sunday; Benike, Joseph – Journal of International Social Studies, 2019
This study investigated the effect of simulation game instructional strategy on academic performance of students in secondary school Social Studies. The quasi-experimental design was employed. One hundred and sixteen (116) Upper basic 2 students from six schools constituted the study sample. 50-items multiple-choice Social Studies Achievement test…
Descriptors: Foreign Countries, Educational Games, Computer Simulation, Educational Strategies
Lavoue, Elise; Monterrat, Baptiste; Desmarais, Michel; George, Sebastien – IEEE Transactions on Learning Technologies, 2019
In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to…
Descriptors: Educational Games, Educational Environment, Learner Engagement, Time on Task
Secchi, Silvia; Banerjee, Simanti – Journal of Economic Education, 2019
The authors present a semester-long game to teach the role of economics in natural resources management. The game is framed within a fisheries context: multiple student fisheries harvest fish to maximize yield/profit, which is measured using a piecewise linear function. There are prizes for both the student and the group with the highest…
Descriptors: Teaching Methods, Economics Education, Natural Resources, Role
Chalki, Panagiota; Tsiara, Angeliki; Mikropoulos, Tassos A. – Themes in eLearning, 2019
A number of models, methodologies and conceptual frameworks have been proposed on how to design digital educational games aiming at better learning outcomes, while offering a fun experience. Our study combines two different methods, namely Delphi study and electroencephalograms (EEG), in order to provide an integrated digital educational game…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Models

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