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Yildiz, Selin; Zengin, Rasit – Journal of Science Learning, 2021
In this research the effects of educational digital games and in-class educational games on scientific process skills of 6 years old children were investigated. The research was carried out with 70 preschool children who were educated in a primary school in Turkey. In the research, quasi-experimental design was used. Within the scope of the…
Descriptors: Science Instruction, Instructional Effectiveness, Teaching Methods, Game Based Learning
Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – Grantee Submission, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
Zhang Huiyu; Linda Fang – International Journal of Designs for Learning, 2021
Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular "Pokémon GO," were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of…
Descriptors: Game Based Learning, Computer Games, Active Learning, Student Projects
Alicia Ndegwa; Mar Gutiérrez-Colón; Marni Manegre – Interactive Learning Environments, 2024
The on-going implementation of the new curriculum of the new education system in Kenya includes the administration of technology in the classroom. In this study, this was achieved through the use of a gamified app in a local private school in Kenya, a gamified Swahili app. As Swahili is the language that is Kenya's national and one of two official…
Descriptors: Foreign Countries, Reading Comprehension, African Languages, Comparative Analysis
Cesar Ochoa-Cueva; Paola Cabrera-Solano; Luz Castillo-Cuesta – Language Teaching Research Quarterly, 2024
The purpose of this study was to implement the Content and Language Integrated Learning (CLIL) approach employing online games for English as a Foreign Language (EFL) teaching and learning. The participants were 53 EFL Ecuadorian university students, 17 males and 36 females, who were enrolled in an English Major and a TEFL Master program. Their…
Descriptors: Computer Games, Teaching Methods, English (Second Language), Second Language Learning
Yu-Ju Lan; Mei-Feng Shih; Yu-Ting Hsiao – Educational Technology & Society, 2024
This study aimed to create a game as scaffolding in 3D virtual worlds to enhance linguistic communication skills (LCS) in children with attention deficit hyperactivity disorder (ADHD). Two ADHD children participated in the 17-week study. In 8 of the 17 weeks of the study, they logged in 3D virtual worlds to learn LCS through play twice a week, one…
Descriptors: Computer Games, Language Skills, Communication Skills, Attention Deficit Hyperactivity Disorder
Maria Antonina Obojska; Potheini Vaiouli – International Journal of Multilingualism, 2025
Recent research shows that transnational families draw on digital media in their language learning. However, little systematic knowledge exists on the nature of these practices, the tools used, and the families' views regarding digital media use for language learning. This article addresses this knowledge gap, presenting the results of an online…
Descriptors: Family Relationship, Multilingualism, Language Usage, Information Technology
Troy Meston; Julie Ballangarry; Harry Van Issum; Helen Klieve; Courtney Smith; Tasha Riley – Pedagogy, Culture and Society, 2025
This paper details the 'Deadly Gaming' pilot (DG). DG centred research has been designed to exploit the protective value of Indigenous culture, to nurture translational literacies (e.g., cultural capital, academic confidence, teamwork, problem solving, critical thinking, and 21st century skills) necessary for academic success in an urban…
Descriptors: Indigenous Knowledge, Indigenous Populations, Culturally Relevant Education, Cultural Capital
Kynigos, Chronis; Grizioti, Marianthi – British Journal of Educational Technology, 2020
Although there is wide rhetoric that programming should be learnt by all as an element of computational thinking (CT), in practice, it is mostly implemented narrowly as an end in itself consisting of routine practice and traditional testing of the ability to code. This paper discusses a way in which programming could be seen through a wider…
Descriptors: Educational Games, Thinking Skills, Computation, Affordances
Wu, Chih-Hung; Tzeng, Yi-Lin; Huang, Yueh-Min – Educational Technology Research and Development, 2020
This study investigated and compared the effectiveness of both digital game-based learning (DGBL) and static e-learning material for Newton's laws of motion on students' learning attention, affective experiences, cognitive load and academic achievement. Physiological signals and affective techniques were adopted to measure students' learning…
Descriptors: Learning Processes, Game Based Learning, Computer Games, Electronic Learning
Chen, Chih-Hung – Educational Technology Research and Development, 2020
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Multimedia Instruction
Soni, Meghna; Okamoto, Yukari – Mathematical Thinking and Learning: An International Journal, 2020
Competence in fractions is important in achieving advanced mathematics such as algebra and calculus. To foster students' understanding of fractions, intervention studies have found number lines to be an effective representational tool. Yet, it is unclear whether or not number lines are equally effective regardless of the ways in which they are…
Descriptors: Mathematics Instruction, Fractions, Mathematical Concepts, Numbers
Baek, Youngkyun; Touati, Achraf – Journal of Educational Computing Research, 2020
This article reports an empirical study that explores gender differences in both cooperative and collaborative social gaming in relation to achievements and attitudes. Another aim was to compare students' game attitudes, feelings toward group work, and achievements in cooperative versus collaborative digital game-based learning environments. One…
Descriptors: Foreign Countries, Elementary School Students, Games, Play
Rosa, Mauricio; Farsani, Danyal; da Silva, Caroline Antunes – Mathematics Teaching Research Journal, 2020
This article investigates the perception of students in the first year of high school in relation to their own body language, while mathematically they conjecture a way to improve their performance in an electronic bowling game, which uses body sensors for own actions of the game. Interactions were performed by a group of four students from a…
Descriptors: Mathematics Education, Human Body, Computer Games, Educational Games
Aditya Anupam; Ridhima Gupta; Shubhangi Gupta; Zhendong Li; Nora Hong; Azad Naeemi; Nassim Parvin – International Journal of Designs for Learning, 2020
The abstract nature of quantum mechanics makes it difficult to visualize. This is one of the reasons it is taught in the language of mathematics. Without an opportunity to directly observe or interact with quantum phenomena, students struggle to develop conceptual understandings of its theories and formulas. In this paper we present the process of…
Descriptors: Quantum Mechanics, Science Instruction, Educational Games, Teaching Methods