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Garvey, Gregory P. – International Association for Development of the Information Society, 2015
This reflection paper argues that the design and development of digital games teach essential 21st century skills. Intrinsic to application and game development is design thinking. Design thinking requires iterative development, which demands creativity, critical thinking and problem solving. Students are engaged through learning by doing in both…
Descriptors: Educational Games, Design, Critical Thinking, Creative Thinking
Matthew D. Johnson – ProQuest LLC, 2015
The Good Behavior Game is an interdependent group contingency that relies on the influence of other important group members to modify challenging behaviors of a student or a group of students within the classroom. Although the Good Behavior Game possesses a long history of effective use in the research literature, there is a significant void in…
Descriptors: Evaluation, Educational Games, Special Education, Student Behavior
Blummer, Barbara; Kenton, Jeffrey M. – Public Services Quarterly, 2019
Outreach programs remain essential in fostering the use of library collections and services. A review of one hundred seventy-four papers on academic library outreach from 2008 to January 2019 highlighted the popularity of these programs during this period as well as the identification of five themes. These themes point to the importance of library…
Descriptors: Academic Libraries, Outreach Programs, Library Services, Use Studies
Schneider, Elke; Ming, Kavin – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2019
As students move through the grades, content area learning becomes increasingly significant for reading, writing, and speaking tasks. One research-evidenced approach to actively engaging adolescent learners in acquiring, remembering, and using academic vocabulary in reading, writing and speaking tasks across disciplines is multisensory structured…
Descriptors: Morphology (Languages), Learning Strategies, Academic Language, Metacognition
Sengupta, Pratim, Ed.; Shanahan, Marie-Claire, Ed.; Kim, Beaumie, Ed. – Advances in STEM Education, 2019
Over the past decade, integrated STEM education research has emerged as an international concern, creating around it an imperative for technological and disciplinary innovation and a global resurgence of interest in teaching and learning to code at the K-16 levels. At the same time, issues of democratization, equity, power and access, including…
Descriptors: STEM Education, Interdisciplinary Approach, Teaching Methods, Epistemology
Vinogradova, Natalya; Blaine, Larry – Mathematics Teaching in the Middle School, 2013
Almost everyone loves chocolate. However, the same cannot be said about fractions, which are loved by markedly fewer. Middle school students tend to view them with wary respect, but little affection. The authors attempt to sweeten the subject by describing a type of game involving division of chocolate bars. The activity they describe provides a…
Descriptors: Mathematics Instruction, Middle School Students, Educational Games, Mathematics
Hildebrandt, Martha – Parenting for High Potential, 2014
Parents and grandparents are always looking for new ways to engage their kids and grandkids in meaningful, enriching educational activities. While there is evidence that playing games can increase numerical fluency, research also shows that parental involvement outside of school is one of the best predictors of student achievement and that games…
Descriptors: Learning Activities, Creative Development, Mathematics Activities, Parents as Teachers
Timms, Mike – Measurement: Interdisciplinary Research and Perspectives, 2014
In his commentary on "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" by Almond et al., Mike Timms writes that his own research has involved the use of embedded assessments using simulations in interactive learning environments, and the Evidence Centered Design (ECD) approach has provided a solid…
Descriptors: Task Analysis, Models, Educational Assessment, Simulation
Anyanwu, Emeka G. – Anatomical Sciences Education, 2014
Certain negative factors such as fear, loss of concentration and interest in the course, lack of confidence, and undue stress have been associated with the study of anatomy. These are factors most often provoked by the unusually large curriculum, nature of the course, and the psychosocial impact of dissection. As a palliative measure, Anatomy…
Descriptors: Educational Games, Anatomy, Cooperative Learning, Medical Students
Karriker, Joy H.; Aaron, Joshua R. – Journal of Management Education, 2014
Simulations like the BSG and Glo-Bus allow students the opportunity to practice their integrated, strategic management skills in a relatively risk-free environment or "live case." We review these games and address their strengths, along with the challenges associated with their classroom application. Because of their sound designs and…
Descriptors: College Students, Business Administration Education, Computer Simulation, Educational Games
Bos, Beth; Wilder, Lucy; Cook, Marcelina; O'Donnell, Ryan – Teaching Children Mathematics, 2014
The Common Core State Standards can be taught with Minecraft, an interactive creative Lego®-like game. Integrating Science, Technology, Engineering, and Mathematics (iSTEM) authors share ideas and activities that stimulate student interest in the integrated fields of science, technology, engineering, and mathematics (STEM) in K-grade 6 classrooms.
Descriptors: Educational Games, Student Interests, Elementary School Mathematics, Simulated Environment
Cao, Yan – ProQuest LLC, 2014
Knowledge elicitation from human beings is important for many fields, such as decision support systems, risk communication, and customer preference studying. Traditional approaches include observations, questionnaires, structured and semi-structured interviews, and group discussions. Many publications have been studying different techniques for a…
Descriptors: Educational Games, Knowledge Representation, Concept Formation, Concept Mapping
Florian Schimanke; Robert Mertens; Oliver Vornberger – Interactive Technology and Smart Education, 2014
Purpose: The purposes of this paper are to implement a spaced repetition algorithm into a learning game, analyze the pros and cons of this implementation and make different considerations about designing the game to make the algorithm work in an optimal way. While games offer a promising way of engaging and motivating learners to deal with a…
Descriptors: Repetition, Educational Games, Video Games, Handheld Devices
Al-Tarawneh, Mohammad Hasan – Journal of Education and Practice, 2016
This study aimed at investigating the effectiveness of educational games on scientific concepts acquisition by the first grade students. The sample of the study consisted of (53) male and female students distributed into two groups: experimental group (n = 26) which taught by educational games, and control group (n = 27) which taught by…
Descriptors: Scientific Concepts, Educational Games, Grade 1, Experimental Groups
Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami – Interactive Technology and Smart Education, 2016
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Descriptors: Simulated Environment, Educational Games, Emergency Programs, Computer Simulation

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