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Schaal, Sonja; Schaal, Steffen; Lude, Armin – International Journal for Transformative Research, 2015
The valuing of biodiversity is considered to be a first step towards its conservation. Therefore, the aim of the BioDiv2Go project is to combine sensuous experiences discovering biodiversity with mobile technology and a game-based learning approach. Following the competence model for environmental education (Roczen et al, 2014), Geogames (location…
Descriptors: Educational Games, Video Games, Educational Technology, Technology Uses in Education
Stieler-Hunt, Colleen; Jones, Christian M. – Research in Learning Technology, 2015
This study used qualitative methods to explore why some educators embrace the use of digital game-play (DGP) in the classroom. The results indicated that these teachers had a very strong belief that DGP could be beneficial for learning which stemmed from experiencing their own form of subjective success with using DGP in the classroom, availing…
Descriptors: Qualitative Research, Teaching Methods, Electronic Learning, Technology Uses in Education
Admiraal, Wilfried – Educational Technology & Society, 2015
Although adolescents are currently the most frequent users of the Internet, many youngsters still have difficulties with a critical, reflective, and responsible use of the Internet. A study was carried out on teaching with a digital role-play game to increase students' reflective Internet skills. In this game, students had to promote a fictional…
Descriptors: Role Playing, Pretests Posttests, Reflection, Internet
Moylan, Gina; Burgess, Ann W.; Figley, Charles; Bernstein, Michael – International Journal of Distance Education Technologies, 2015
Though there is considerable research to support using Game-Based Learning (GBL) in higher education, its implementation is lagging behind K-12 education by an order of magnitude. By considering the current state of GBL from leadership, primary consumer, academic and technical perspectives, the authors frame the main issues involved with…
Descriptors: Teaching Methods, Higher Education, Educational Games, Online Courses
Karadag, Ruhan – Educational Sciences: Theory and Practice, 2015
The aim of this study was to explore pre-service teachers' perceptions on the use of game-based learning in a Primary Reading and Writing Instruction Course. A mixed method research was used in the study. Participants were composed of a total of 189 pre-service teachers taking the Primary Reading and Writing Instruction course during the fall term…
Descriptors: Foreign Countries, Preservice Teachers, Teacher Attitudes, Educational Games
Krizay, Erin – Peace Corps, 2015
English practice activities can be a great medium for positive youth development. Worldwide, young people are aware of the increased opportunities available to those with English language skills, creating a high demand for quality English education. As a result, Youth in Development Peace Corps Volunteers (PCVs) are often asked to teach English.…
Descriptors: Youth Programs, English (Second Language), Second Language Instruction, Volunteers
Say, Serkan; Ucak, Esra; Aldan Karademir, Çigdem; Çekbas, Yüksel – Online Submission, 2015
In this research, the effect of playing a computer game individually or in a group on students' academic achievements was investigated. In addition, it was determined that whether students gender significantly differ or not according to playing the computer game individually or in a group. In this study, among the experimental research designs,…
Descriptors: Foreign Countries, Computer Games, Educational Games, Middle School Students
Mitchell, Rachel R.; Tingstrom, Daniel H.; Dufrene, Brad A.; Ford, W. Blake; Sterling, Heather E. – School Psychology Review, 2015
The purpose of the present study was to extend previous research by evaluating the effect of the interdependent group contingency procedure known as the Good Behavior Game (GBG) on decreasing disruptive behaviors with general-education high school students. Although many studies exist that have used the GBG to alter behaviors across ages ranging…
Descriptors: High School Students, Educational Games, Behavior Modification, Behavior Problems
Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – International Journal of Game-Based Learning, 2014
Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In…
Descriptors: Educational Games, Learning Experience, College Students, Learning Strategies
Theodoraki, Aristea; Xinogalos, Stelios – Informatics in Education, 2014
Games for learning are currently used in several disciplines for motivating students and enhancing their learning experience. This new approach of technology-enhanced learning has attracted researchers' and instructors' attention in the area of programming that is one of the most cognitively demanding fields in Computer Science. Several…
Descriptors: Computer Science Education, Programming, Student Attitudes, Educational Games
Räisänen, Teppo; Ypsilanti, Antonia; Ropes, Don; Vivas, Ana B.; Viitala, Matti; Ijäs, Tuula – Education and Information Technologies, 2014
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder…
Descriptors: Intergenerational Programs, Aging (Individuals), Labor Force Development, Information Technology
Gutierrez, Arnel F. – CBE - Life Sciences Education, 2014
The complex concepts and vocabulary of biology classes discourage many students. In this study, a pretest-posttest model was used to test the effectiveness of an educational card game in reinforcing biological concepts in comparison with traditional teaching methods. The subjects of this study were two biology classes at Bulacan State…
Descriptors: Foreign Countries, Educational Games, Biology, Science Instruction
Foss, Brynjar; Lokken, Atle; Leland, Arne; Stordalen, Jorn; Mordt, Petter; Oftedal, Bjorg F. – E-Learning and Digital Media, 2014
Student nurses, globally, appear to struggle with medication calculations. In order to improve these skills among student nurses, the authors developed The Medication Game--an online computer game that aims to provide simple mathematical and medical calculation drills, and help students practise standard medical units and expressions. The aim of…
Descriptors: Nursing Education, Drug Therapy, Computation, Educational Games
Carvalho, Ana Amélia; Araújo, Inês; Zagalo, Nelson – International Association for Development of the Information Society, 2014
This paper starts by reporting the findings of a survey of Portuguese university students concerning their game habits and preferences. An online questionnaire was developed and 1101 answers were collected, 626 were mobile game players. The results from the survey indicate that the games most played by university students are essentially casual…
Descriptors: Foreign Countries, College Students, Student Surveys, Online Surveys
Coelho, Daniela; Andrade, Ana Isabel; Portugal, Gabriela – Language Awareness, 2018
This article reports a study which examined the effects of an "Awakening to Languages" (AtL) programme on preschool children's language abilities. This programme aimed at exposing children to language and cultural diversity as well as promoting positive attitudes towards different languages and cultures amongst children. However,…
Descriptors: Preschool Children, Metalinguistics, Communication Skills, Syntax

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