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Demirel, Turgay; Karakus Yilmaz, Turkan – British Journal of Educational Technology, 2019
The goal of this study is to determine the effectiveness of mind games played by secondary school sixth grade students as classroom activities in math and grammar courses on their perceived problem-solving skills and achievements. In the quantitative part of the study, the nonequivalent groups pre-test--post-test control group design from…
Descriptors: Problem Solving, Secondary School Students, Teaching Methods, Foreign Countries
Vizcaíno, Aurora; García, Félix; de Guzmán, Ignacio García Rodriguez; Moraga, M. Ángeles – ACM Transactions on Computing Education, 2019
Global Software Development (GSD) is currently a strong industry trend. This means that if computer science engineers are to be trained to deal with this model, it is very important to include the topic in software engineering courses, attempting to ensure that students learn about GSD and become familiar with its advantages and challenges.…
Descriptors: Educational Games, Global Approach, Computer Software, Computer Science Education
McClelland, Megan M.; Tominey, Shauna L.; Schmitt, Sara A.; Hatfield, Bridget; Purpura, David; Gonzales, Christopher; Tracy, Alexis – Grantee Submission, 2019
Considerable research has examined interventions that facilitate school readiness skills in young children. One intervention, "Red Light, Purple Light Circle Time Games" (RLPL; Tominey and McClelland, 2011; Schmitt et al., 2015), includes music and movement games that aim to foster self-regulation skills. The present study (N = 157)…
Descriptors: Intervention, School Readiness, Skill Development, Low Income Students
David C. Owens; Cindi Smith-Walters; Angela T. Barlow – International Journal of Designs for Learning, 2019
In this design case, we describe our work to develop a gameful learning design for use in an introductory, undergraduate biology laboratory course for science majors. Our design team included three university-based mathematics and science educators and a biologist responsible for the management of curriculum and instruction in the course under…
Descriptors: Undergraduate Study, College Science, Biology, Science Laboratories
Hong, Christina, Ed.; Ma, Will W. K., Ed. – Lecture Notes in Educational Technology, 2023
This edited book seeks to evolve a global community of practice to share case studies, engage in critical discussion and spearhead thought leadership, to address the paradigm shift in next generation educational practice. This book showcases novel research studies in various forms and engenders interdisciplinary conversation and exchange…
Descriptors: Educational Practices, Global Approach, Interdisciplinary Approach, Information Technology
NORDSCI, 2023
This volume includes four sections of the 2023 NORDSCI international conference proceedings: (1) Business and Management; (2) Education and Educational Research; (3) Political Science; and (4) Sociology and Healthcare. Business and Management includes 6 papers covering business, including management and organizational studies, business law, and…
Descriptors: Conferences (Gatherings), International Programs, Business Administration Education, Education
Gaydos, Matthew; Harris, Shannon; Squire, Kurt – Educational Technology, 2016
Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…
Descriptors: Educational Games, Educational Experience, Student Surveys, Cytology
Soldano, Carlotta; Arzarello, Ferdinando – Mathematics Education Research Journal, 2016
The aim of this paper is to reflect on the importance of the students' game-strategic thinking during the development of mathematical activities. In particular, we hypothesise that this type of thinking helps students in the construction of logical links between concepts during the "argumentation phase" of the proving process. The…
Descriptors: Teaching Methods, Mathematics Instruction, Learning Activities, Mathematical Logic
Sturikova, Marina V.; Albrekht, Nina V.; Kondyurina, Irina M.; Rozhneva, Svetlana S.; Sankova, Larisa V.; Morozova, Elena S. – International Journal of Environmental and Science Education, 2016
The relevance of the research problem driven by the necessity of formation of future specialists' communicative competence as a component of professional competence with the aim of further professional mobility of graduates. The purpose of the article is to justify the possibility and necessity of formation of the required competencies in language…
Descriptors: Communicative Competence (Languages), Language Skills, Foreign Countries, Russian
Bressler, Denise M.; Bodzin, Alec M. – Journal of Science Education and Technology, 2016
Mobile serious educational games (SEGs) show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. This study investigated whether a mobile SEG promotes flow experience and scientific practices with eighth-grade urban students. Students playing the game (n = 59) were…
Descriptors: Scientific Methodology, Handheld Devices, Educational Games, Grade 8
Lewis, Matthew; Powell, James A. – PRIMUS, 2016
A great deal of educational literature has focused on problem-based learning (PBL) in mathematics at the primary and secondary level, but arguably there is an even greater need for PBL in college math courses. We present a project centered around the Humans versus Zombies moderated tag game played on the Utah State University campus. We discuss…
Descriptors: Problem Based Learning, Mathematics Instruction, College Mathematics, Educational Games
Rushby, Nick – Educational Technology, 2016
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Descriptors: Computer Simulation, Educational Games, Educational Technology, Evaluation Methods
Yagcioglu, Ozlem – Online Submission, 2016
In the EFL, ESL, ESP and in the ELT classes, students are taught their courses with different kinds of methods and approaches. Cognitive learning styles are the most essential styles in foreign language education. In this paper, the positive effects of cognitive learning styles will be handled. The benefits of these styles will be highlighted.…
Descriptors: Learning Strategies, Cognitive Style, English (Second Language), Educational Games
Topping, Keith J.; Douglas, Walter; Robertson, Derek; Ferguson, Nancy – Review of Education, 2022
This systematic analysis examines effectiveness research on online and blended learning from schools, particularly relevant during the COVID-19 pandemic, and also educational games, computer-supported cooperative learning (CSCL) and computer-assisted instruction (CAI), largely used in schools but with potential for outside school. Eight research…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Blended Learning, Electronic Learning
Vungthong, Sompatu – rEFLections, 2018
The 21st century marks the digital era which is characterised by advanced technology and witnesses the increasing use of visual design in the realm of education. Despite various studies addressing the roles of visual design, there is still limited understanding of its roles in electronic educational materials, especially for language learning and…
Descriptors: Visual Aids, Design, English (Second Language), Second Language Learning

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