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Dicheva, Darina; Dichev, Christo; Agre, Gennady; Angelova, Galia – Educational Technology & Society, 2015
While gamification is gaining ground in business, marketing, corporate management, and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education. The study is limited to papers that discuss explicitly the effects…
Descriptors: Educational Games, Concept Mapping, Literature Reviews, Classification
Snow, Erica L.; Allen, Laura K.; Jacovina, Matthew E.; McNamara, Danielle S. – Grantee Submission, 2015
When students exhibit control and employ a strategic plan of action over a situation they are said to be demonstrating agency (Bandura, 2001). The current work is comprised of two studies designed to investigate how agency manifests within students' choice patterns and ultimately influences self-explanation quality within the game-based system…
Descriptors: Performance, Decision Making, Video Games, Educational Games
Shute, Valerie J.; Moore, Gregory R.; Wang, Lubin – International Educational Data Mining Society, 2015
We are using stealth assessment, embedded in "Plants vs. Zombies 2," to measure middle-school students' problem solving skills. This project started by developing a problem solving competency model based on a thorough review of the literature. Next, we identified relevant in-game indicators that would provide evidence about students'…
Descriptors: Middle School Students, Problem Solving, Educational Games, Bayesian Statistics
Lai, Ting-Ling; Lin, Hsiao-Fang – International Association for Development of the Information Society, 2015
The purpose of the study is to explore the effects of text-based and non-text-based feedback in a game-based learning system. The pilot study is a case study to find low-achieving math students' comprehension and motivation in using the game-based systems. Four low-achieving students from a suburban middle school participated in the study. Data…
Descriptors: Case Studies, Feedback (Response), Design, Educational Games
J. C. Bunch; Angela W. Webb; J. Shane Robinson – Journal of Human Sciences & Extension, 2015
In a world where knowledge is a click away, today's students need information delivered in ways that meet their expectations as digital natives. Serious digital games are one way to meet the demand. This particularistic case study sought to understand agriculture teachers' experiences using a serious digital game in an introductory animal science…
Descriptors: Secondary School Teachers, Agriculture Teachers, Teaching Experience, Educational Games
Doozan, Ashley; Bae, Mihae – Physical Educator, 2016
The knowledge acquired in physical education classes should provide for an increase in physical activity and promote interest in healthier lifestyles. Despite the importance of physical literacy developed in physical education classes, physical education is not perceived as important, and funding for physical education has decreased. This paper…
Descriptors: Physical Education, Health Promotion, Teaching Methods, Educational Games
Hafidah, Agustina Sri – Journal of Education and Practice, 2016
This research is begun by finding some information that some Primary schools' students, especially in the remote areas have difficulty in identifying tenses, even the simple models. From the students' scores in the pretest, it can be known that most of them were in the very poor category. The condition showed that most of the students did not…
Descriptors: Teaching Methods, Elementary School Students, English (Second Language), Second Language Instruction
Valeeva, Roza A.; Kalimullin, Aydar M. – International Journal of Environmental and Science Education, 2016
The aim of the research was to identify and test experimentally the impact of parent-child relationship on the formation of the primary school children non-violence position. During the research the effectiveness of the correctional and development program "Together with my mom" was verified to promote parent-child interaction, as well…
Descriptors: Foreign Countries, Parent Child Relationship, Primary Education, Prosocial Behavior
Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald – Electronic Journal of e-Learning, 2016
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Sustainability
Murphy, Colette; Mullaghy, Mary; D'Arcy, Alice – School Science Review, 2016
Research globally has shown that many children lose interest in science towards the end of primary school and throughout the post-primary phase. This article explores children's experience and views in Irish schools that have adopted innovative practices that aim to empower, excite and inspire children in science. One of these focuses on explicit…
Descriptors: Scientists, Learning Processes, Teaching Methods, Instructional Innovation
Treen, Emily; Atanasova, Christina; Pitt, Leyland; Johnson, Michael – Journal of Marketing Education, 2016
Marketing instructors using simulation games as a way of inducing some realism into a marketing course are faced with many dilemmas. Two important quandaries are the optimal size of groups and how much of the students' time should ideally be devoted to the game. Using evidence from a very large sample of teams playing a simulation game, the study…
Descriptors: Marketing, Business Administration Education, Educational Games, Computer Simulation
Weber, Nicole L.; Barth, Dylan J. – Journal of Faculty Development, 2016
Members of the UWM CETL online and blended faculty development team share innovative technological and pedagogical strategies that they currently utilize to motivate and assist instructors in developing courses for the online or blended environments, and they discuss the lessons learned from incorporating active learning, open content, bring your…
Descriptors: Technology Integration, Teacher Motivation, Faculty Development, Online Courses
Tang, Kai-Yu; Tsai, Chin-Chung – Journal of Science Education and Technology, 2016
The main purpose of this paper is to investigate the intellectual structure of the research on educational technology in science education (ETiSE) within the most recent years (2008-2013). Based on the criteria for educational technology research and the citation threshold for educational co-citation analysis, a total of 137 relevant ETiSE papers…
Descriptors: Educational Technology, Technology Integration, Teaching Methods, Science Education
Aivelo, Tuomas; Uitto, Anna – LUMAT: International Journal on Math, Science and Technology Education, 2016
Games have been used for a long time in teaching and learning. The increasing use of mobile phones makes it possible to link learning outside the classroom with augmented reality (AR). We tested how well the learning of conceptual models can be facilitated by AR games. We present a game designed for the in-service teacher-training workshop to…
Descriptors: Biology, Evolution, Computer Games, Educational Games
Devin's Construction of a Multiplicative Double Counting Scheme: Dual Anticipation of Start and Stop
Risley, Rachael; Hodkowski, Nicola M.; Tzur, Ron – North American Chapter of the International Group for the Psychology of Mathematics Education, 2016
In this case study with Devin (pseudonym), which was part of a larger, constructivist teaching experiment with students identified as having learning difficulties in mathematics, we examine how a fourth grader constructed a dual anticipation involved in monitoring when to start and when to stop the simultaneous count of composite units (numbers…
Descriptors: Case Studies, Constructivism (Learning), Teaching Methods, Grade 4

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