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Robbins, Thomas R. – Decision Sciences Journal of Innovative Education, 2019
This article describes a game used in an MBA-level operations management course to help students understand the concept of the learning curve. Student teams participate in an interactive, hands-on Lego assembly exercise, measuring their times through repeated trials after which they calculate their team's learning curve rate. The exercise is…
Descriptors: Business Administration Education, Masters Programs, Educational Games, Learning
Greenhalgh, Spencer P.; Koehler, Matthew J.; Boltz, Liz Owens – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2019
Although board, card, and other analog games can serve as useful educational technologies, little research exists to support teachers' efforts in finding analog games that are pedagogically appropriate or likely to be well-received by their students. In this study, the authors retrieved data associated with 208 educational games from the…
Descriptors: Educational Games, Instructional Design, Instructional Effectiveness, Models
Lyford, Alexander; Rahr, Thomas; Chen, Tina; Kovach, Benjamin – Teaching Statistics: An International Journal for Teachers, 2019
There is much debate about the place of probability in an introductory statistics course. While students may or may not use probability distributions in their post-collegiate lives, they will likely be faced with day-to-day decisions that require a probabilistic assessment of risk and reward. This paper describes an innovative way to teach…
Descriptors: Probability, Teaching Methods, Statistics, Educational Games
Sandstrom, Alice M. – ProQuest LLC, 2019
This dissertation proposes the development of an educational video game that teaches its players. This proposed game seeks to address the following two issues/problems within the topic of shape grammar. First, the process of designing with shape grammar requires the designer to first develop shape rules at the start of the design process, opposite…
Descriptors: Educational Games, Video Games, Architectural Education, Geometric Concepts
Rachel E. Frieder – Management Teaching Review, 2024
This experiential exercise is crafted around the classic board game Operation® (Hasbro 2008). Students are instructed that they are members of an emergency room team responsible for curing their patient of their ailments. However, unlike the board game, students in roles of doctors, nurses, and chief of surgery grapple with numerous sources of…
Descriptors: Stress Variables, Stress Management, Work Environment, Job Satisfaction
Safura Meeran; Sophy Mamanyena Kodisang; Mathomo Merriam Moila; Mogamat Noor Davids; Matlala Violet Makokotlela – African Journal of Research in Mathematics, Science and Technology Education, 2024
Mathematics education remains a worrisome issue in the South African education system. This dilemma presents itself in the underperformance of learners in Intermediate Phase mathematics. In an effort to address this challenge and develop alternative approaches to the teaching of mathematics, a university-based project was initiated. As part of the…
Descriptors: Ethnic Groups, Mathematics Instruction, Educational Games, Mathematics Teachers
Hung-Yu Chan; Shu-Wei Liu; Huei-Tse Hou – Interactive Learning Environments, 2024
This study developed an online role-playing history education game with real-person NPCs (Non-Player Characters). The game features real people playing NPC characters, and provides a multi-dimensional scaffolding mechanism with realistic story and historical scenes, allowing learners to engage in strategic planning and problem solving during a…
Descriptors: Educational Games, Scaffolding (Teaching Technique), Electronic Learning, Play
Yi-Shiuan Chou; Huei-Tse Hou; Kuo-En Chang – Education and Information Technologies, 2024
The trend in history education is gradually emphasizing the development of historical thinking and collaborative problem-solving skills, which are expected to enhance the breadth and depth of learners' thinking. The integration of game-based learning with collaborative problem-solving activities designed for historical thinking is expected to help…
Descriptors: History Instruction, Instructional Effectiveness, Behavior Patterns, Cognitive Processes
Carmen Alvarez-Alvarez; Leann Mischel – International Journal of Education and Development using Information and Communication Technology, 2024
The need for online educational tools has increased significantly since the COVID-19 pandemic forced many students to embrace distance learning as a classroom alternative. While many instructors have used "Edpuzzle" to enhance distance learning, there has been little research that assesses and compares the views of teachers and students…
Descriptors: Electronic Learning, Puzzles, Educational Technology, Teacher Attitudes
Rachael Byrne; Regina Murphy; Francis Ward; Una McCabe – British Journal of Music Education, 2024
Playful practices have been linked to increased motivation, engagement, learning and skill development. However, limited research has explored what playful music learning might look like for primary schools, and how teachers might incorporate a range of playful music practices within their classrooms. Our conceptual model for playful music…
Descriptors: Music Education, Play, Skill Development, Learner Engagement
Alex Kourchev – AERA Online Paper Repository, 2024
This study explores different conceptualizations of creativity within an educational setting, using textual coding and network mapping on data from a creativity-focused course. Two primary conceptualizations emerged: the Freedom-Possession and Playful-Adaptation conceptualizations. Each was associated with unique practices and elements of the…
Descriptors: Creativity Tests, Creativity, Creative Thinking, Creative Activities
Baserer, Dilek – World Journal of Education, 2020
Learning with activities is a method of learning where learning process is much easier with practical applications rather than theoretical structure of information given to learn a subject. As learning with activities contain practical applications, it is of great importance in teaching a learning outcome of any teaching program. For that reason,…
Descriptors: Experiential Learning, Logical Thinking, Units of Study, Educational Games
Sowell, Marsha – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2020
Since 2007, escape rooms have become increasingly popular in mainstream society. The heightened sense of urgency felt when participating in escape games, united with the possibility of engaging students both in academic and soft-skills has led teachers to add escape games to the list of game-based strategies increasingly used in classrooms.…
Descriptors: Game Based Learning, Problem Solving, Cooperative Learning, Middle School Students
Rodriguez, Jon-Marc G.; Bain, Kinsey; Towns, Marcy H. – International Journal of Research in Undergraduate Mathematics Education, 2020
Mathematics is used in the physical sciences to describe and model phenomena, resulting in a unique interface between mathematics and disciplines such as chemistry and physics. This paper focuses on themes emerging from a larger project that investigated how students understand and use mathematics in chemical kinetics, a field of study concerned…
Descriptors: Epistemology, Educational Games, College Mathematics, Chemistry
Hong, Bei – Journal of Economic Education, 2020
In this article, the author describes a classroom experiment in which participants make decisions to achieve the lowest-cost production. Student volunteers acting as smartphone companies are provided with confidential information representing their own cost of production and are asked to make trade decisions to form a supply chain at the lowest…
Descriptors: Supply and Demand, Educational Games, Educational Experiments, Class Activities

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