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Iris Lim – Education and Information Technologies, 2024
Teaching soft skills like team dynamics and critical thinking in content-heavy higher education curriculum can be challenging. Employing educational escape rooms is a novel game-based learning strategy in various disciplines, including health sciences. Escape rooms provide the opportunity for a group to work together as they solve puzzles within a…
Descriptors: Neurosciences, Educational Games, Program Design, Program Implementation
Dilan Kisikyol; Matthias Grünke; Jennifer Karnes; Anne Barwasser – Insights into Learning Disabilities, 2024
This single case study (multiple baselines) evaluates the efficacy of an intervention called "reading racetracks" among three eight-year-old boys with diverse backgrounds, including learning disabilities, limited language proficiency due to migration, and socio-economic challenges. Conducted over three weeks, the training demonstrated…
Descriptors: Reading Instruction, Reading Skills, Students with Disabilities, Learning Disabilities
Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
Mario de la Puente – Interactive Learning Environments, 2024
The present study investigates the impact of the educational game Sociopolis on student engagement in the context of tenth-grade social science education. Employing a mixed-methods approach, this research examines engagement behaviors quantitatively and categorically. The participant pool consists of 183 students from four public schools in…
Descriptors: Foreign Countries, Educational Games, Gamification, Game Based Learning
Pamella Mayumi Dias Inamori; Camilo Lellis-Santos – Advances in Physiology Education, 2024
Reading nutrition facts labels is a competency for which training is given in several nutrition education programs, especially in obesity outreach workshops. The Top Trumps-style card game is commonly used in obesity prevention educational programs to engage participants in reading nutrition facts labels; however, the success of TV cooking shows…
Descriptors: Merchandise Information, Nutrition, Obesity, Outreach Programs
Toda, Armando M.; Palomino, Paula T.; Oliveira, Wilk; Rodrigues, Luiz; Klock, Ana C. T.; Gasparini, Isabela; Cristea, Alexandra I.; Isotani, Seiji – Educational Technology & Society, 2019
One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these approaches are…
Descriptors: Educational Games, Game Based Learning, Design, Taxonomy
Merle, James L.; Cook, Clayton R.; Pullmann, Michael D.; Larson, Madeline F.; Hamlin, Corinne M.; Hugh, Maria L.; Brewer, Stephanie K.; Duong, Mylien T.; Bose, Mahasweta; Lyon, Aaron R. – School Mental Health, 2023
Group-based didactic training is a cornerstone implementation strategy used to support the adoption and delivery of evidence-based prevention programs (EBPP) by teachers in schools, but it is often insufficient to drive successful implementation. Beliefs and Attitudes for Successful Implementation in Schools for Teachers (BASIS-T) is a…
Descriptors: Elementary School Teachers, Teacher Education, Consultation Programs, Program Implementation
Oflaz, Gülçin – Educational Policy Analysis and Strategic Research, 2023
If chosen carefully according to teaching purposes and incorporated into the curriculum, games can enhance teaching and learning. The use of didactic games while teaching maths can support students' motivation and performance during the lesson. Therefore, educational games should be preferred in maths classes as an alternative teaching method. In…
Descriptors: Educational Games, Preservice Teachers, Mathematics Teachers, Models
Hudson, Brian; Gericke, Niklas; Olin-Scheller, Christina; Stolare, Martin – Journal of Curriculum Studies, 2023
This paper outlines the development of a comparative research framework in subject didactics and applies this in the process of analysing the transformations from academic disciplines across different school subjects. The theoretical framework builds on the concepts of 'powerful knowledge' and 'transformation' and 'epistemic quality' within which…
Descriptors: Epistemology, Intellectual Disciplines, Knowledge Level, Transformative Learning
Felix, Zildomar Carlos; Machado, Liliane S.; Vianna, Rodrigo Pinheiro de Toledo – International Journal of Game-Based Learning, 2023
Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on…
Descriptors: Family Violence, Females, Victims, Gender Bias
Shakhmalova, Irina; Zotova, Natalia – Journal of Psycholinguistic Research, 2023
Educational digital games can be an effective way to teach English grammatical material because they provide an interactive and engaging learning experience. The purpose of this study is to clarify how playing digital games affects students' motivation and performance in university-level English grammar classes. [The North-Eastern Federal…
Descriptors: Learning Motivation, Student Evaluation, Educational Games, Computer Games
Çoban, Murat; Göktas, Yüksel – E-Learning and Digital Media, 2023
This research aims to investigate the impact of three different training methods (digital game, drill, and traditional education) on the motivation of the students to teach earthquake preparedness and earthquake prevention knowledge to primary school students. The explanatory design from the mixed-methods research was used in the study. The sample…
Descriptors: Training Methods, Seismology, Emergency Programs, Computer Games
Babacan Çörekci, Tugçe – Design and Technology Education, 2023
The concept of play supports the experiential and creative aspects of the design field because it is a familiar and fun phenomenon and involves interaction. The use of game-based learning in design processes will increase participation by supporting the regulation of these processes and the problematic aspects of the design studio course, which is…
Descriptors: Game Based Learning, Architectural Education, Workshops, Teaching Methods
Sunday Ogbu; Anulika Mary Okeke; Georgina Nkechi Abugu; Eucharia Ifeoma Emeji – Pedagogical Research, 2023
The purpose of the study was to develop mathematical instructional card game titled "algebrameter" and determine its efficacy in remediating junior secondary school (JSS) students' learning difficulties in algebra and geometry. The study employed research and development design. A sample of 120 JSS II students drawn from a population of…
Descriptors: Algebra, Junior High School Students, Mathematics Instruction, Multiple Choice Tests
Eyupoglu, Tayyibe Fulya – ProQuest LLC, 2023
The current study aimed to contribute to the literature by implementing an intervention that examines the effects of explicit metacognitive strategy training and prompts embedded within a Game-Based Learning Environment (GBLE), "Missions with Monty," on metacognitive monitoring accuracy, game performance, and science knowledge of…
Descriptors: Game Based Learning, Metacognition, Educational Games, Grade 5

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