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Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy – International Journal of Game-Based Learning, 2014
Despite the growing popularity of teaching children to program games, little is known about the benefits for learning. In this article, the authors propose that game mechanics can be used as a window into how the children are thinking and describe a strategy for using them to analyze students' games. The study involved sixty 10-14 year old…
Descriptors: Programming, Educational Games, Early Adolescents, Coding
Holbert, Nathan R.; Wilensky, Uri – Technology, Knowledge and Learning, 2014
While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…
Descriptors: Video Games, Design, Educational Games, Science Education
Dove, Jane Elizabeth – History of Education, 2014
This study examines a Victorian geographical card game entitled "The Counties of England" published by Jaques & Son. Advertised as highly instructive and educational, it was designed to teach children about the principal towns in each county, their products and notable buildings. The aims of the study were to discover whether the…
Descriptors: Counties, Foreign Countries, Teaching Methods, Educational Games
Hooley, Donald E. – Mathematics Teacher, 2014
The dice game Farkle provides an excellent basis for four activities that reinforce probability and expected value concepts for students in an introductory statistics class. These concepts appear in the increasingly popular AP statistics course (Peck 2011) and are used in analyzing ethical issues from insurance and gambling (COMAP 2009; Woodward…
Descriptors: Mathematics Instruction, Educational Games, Probability, Mathematical Concepts
Cardoso Gomes, Cristina Maria; Guerreiro Figueiredo, Mauro Jorge; Bidarra, José; Cardoso Gomes, José Duarte – International Association for Development of the Information Society, 2014
This paper discusses some possibilities of gamification and remixing process for music education. Analyses also the concepts of gamification, mashup, remix and presents its possible usage in education--music teaching--through the development of the project/educational game "Flappy Crab". The article begins with a brief introduction to…
Descriptors: Music Education, Teaching Methods, Educational Games, Educational Technology
Lamb, Richard L. – Journal of Science Education and Technology, 2016
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the…
Descriptors: Cognitive Processes, Computation, Models, Science Laboratories
Iten, Nina; Petko, Dominik – British Journal of Educational Technology, 2016
Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment,…
Descriptors: Educational Games, Students, Instructional Effectiveness, Test Results
Sardone, Nancy B.; Devlin-Scherer, Roberta – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2016
Gaming, in its many forms, is becoming a more active force in classrooms. To prepare preservice candidates for this trend, one teacher education program asked candidates (n = 60) to develop games in varied curricular fields tied to curriculum standards. This article describes the development of a model game, assignment requirements, provides a…
Descriptors: Educational Games, Student Developed Materials, Curriculum Development, Preservice Teachers
Piu, Angela; Fregola, Cesare; Santoro, Anna – European Journal of Science and Mathematics Education, 2016
As indicated in numerous research studies, schoolchildren encounter many difficulties and obstacles in learning the multifaceted concept of the angle. In order to explore the possibility of enhancing schoolchildren's understanding of such a concept, the authors present a study that aims at investigating some structural characteristics of…
Descriptors: Educational Games, Simulated Environment, Elementary School Students, Elementary School Mathematics
Kavak, Nusret; Yamak, Havva – Journal of Chemical Education, 2016
Laboratory activities are an important means of instruction in science; as such, they have been used in chemistry education since the 1880s. Many learning objectives can be achieved through the use of laboratory activities undertaken by chemistry students. In student-centered laboratory activities, students should know how to use an apparatus in…
Descriptors: Educational Games, Visual Aids, Laboratory Equipment, Science Instruction
Thai, K. P.; Ponciano, Leslie – Journal of Applied Research on Children, 2016
Objective: A two-year longitudinal study examined the academic impact of the integration of ABCmouse Early Learning Academy, an online supplemental digital early learning resource, into prekindergarten and kindergarten. Design and Participants: With a naturalistic design, ABCmouse was provided to all 230 prekindergarten students enrolled in a…
Descriptors: Educational Improvement, Outcomes of Education, At Risk Students, Preschool Children
Snow, Erica L.; Jacovina, Matthew E.; Jackson, G. Tanner; McNamara, Danielle S. – Grantee Submission, 2016
This chapter provides an overview of the Interactive Strategy Tutor for Active Reading and Thinking-2 (iSTART-2). iSTART-2 is a game-based tutoring system designed to improve students' reading comprehension skills. It does so by providing them with instruction on how to self-explain using comprehension strategies. In this chapter, we first discuss…
Descriptors: Reading Comprehension, Reading Strategies, Reading Instruction, Educational Games
Özeke, Vildan; Akçapina, Gökhan – International Association for Development of the Information Society, 2016
There are many computer games, learning environments, online tutoring systems or computerized tools which keeps the track of the user while learning or engaging in the activities. This paper presents results from an exploratory study and aims to group students regarding their behavior data while solving the Einstein's riddle. 45 undergraduate…
Descriptors: Puzzles, Educational Games, Humor, Foreign Countries
Molka-Danielsen, Judith; Hadjistassou, Stella; Messl-Egghart, Gerhilde – Research-publishing.net, 2016
This research is motivated by the emergence of virtual technologies and their potential as engaging pedagogical tools for facilitating comprehension, interactions and collaborations for learning; and in particular as applied to learning second languages (L2). This paper provides a descriptive analysis of a case study that examines affective…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Simulated Environment
Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada – Research-publishing.net, 2016
In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…
Descriptors: Educational Games, Technology Uses in Education, Educational Technology, Second Language Learning

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