Publication Date
| In 2026 | 0 |
| Since 2025 | 104 |
| Since 2022 (last 5 years) | 540 |
| Since 2017 (last 10 years) | 1464 |
| Since 2007 (last 20 years) | 2298 |
Descriptor
Source
Author
| Hwang, Gwo-Jen | 15 |
| Beavis, Catherine | 9 |
| Hong, Jon-Chao | 9 |
| Rahimi, Seyedahmad | 8 |
| Clark, Douglas B. | 7 |
| Denner, Jill | 7 |
| Fokides, Emmanuel | 7 |
| Ji-Eun Lee | 7 |
| Mayer, Richard E. | 7 |
| Cardoso, Walcir | 6 |
| Chen, Ching-Huei | 6 |
| More ▼ | |
Publication Type
Education Level
Audience
| Teachers | 58 |
| Practitioners | 37 |
| Researchers | 15 |
| Students | 9 |
| Policymakers | 7 |
| Parents | 5 |
| Administrators | 4 |
| Counselors | 1 |
Location
| Turkey | 156 |
| Taiwan | 103 |
| Australia | 60 |
| China | 42 |
| United Kingdom | 36 |
| Canada | 31 |
| Japan | 31 |
| Germany | 30 |
| Indonesia | 29 |
| Brazil | 27 |
| Greece | 26 |
| More ▼ | |
Laws, Policies, & Programs
| United Nations Convention on… | 4 |
| Elementary and Secondary… | 3 |
| First Amendment | 1 |
| No Child Left Behind Act 2001 | 1 |
| Race to the Top | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 5 |
| Meets WWC Standards with or without Reservations | 5 |
Page, Tom; Thorsteinsson, Gisli – Journal on Educational Psychology, 2017
This article reports a study that aimed to contribute to the theory of good toy design in terms of the value of using toys for children development. Moreover, the study attempts to evaluate ways in which children play and study the toys they commonly use with respect to how it influence their adulthood. The authors firstly looked into the…
Descriptors: Toys, Design, Child Development, Interviews
Sitra, Ourania; Katsigiannakis, Vangelis; Karagiannidis, Charalampos; Mavropoulou, Sofia – Education and Information Technologies, 2017
This paper addresses the perceived benefits from gamification in the context of special education. It presents the findings of a study evaluating the effects of a specific gamification element (badges) on the engagement of five students with special learning needs, through online courses developed on the Moodle Learning Management System (LMS).…
Descriptors: Learner Engagement, Special Needs Students, Case Studies, Management Systems
Bawa, Papia – ProQuest LLC, 2017
The study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners' performance outcomes, as well as stakeholders' (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings…
Descriptors: Computer Games, Simulated Environment, Educational Technology, Technology Uses in Education
Yaccob, Nur Syafiqah; Yunus, Melor Md – Arab World English Journal, 2019
Traditional teaching and learning process referring to chalk-and-talk has become outdated in lessons. Teachers and learners are exposed to various task-based process to encourage a better participation among learners throughout the lesson. One of the most common and preferred teaching strategies is the use of language games to aid the teaching of…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Instructional Effectiveness
Šoryte, Dovile; Pakalniškiene, Vilmante – International Research in Geographical and Environmental Education, 2019
Though the significance of involving children in environmental sustainability efforts is widely acknowledged, we still lack evidence on what they think of environmental issues and about the protection of nature. The aim of the paper is to systematically describe the reasons that children give for protecting the environment. Thirty-three children…
Descriptors: Conservation (Environment), Sustainability, Elementary School Students, Student Attitudes
Irava, Vastav; Pathak, Aditi; DeRosier, Melissa; Chatterjee Singh, Nandini – Journal of Educational Technology Systems, 2019
"Hall of Heroes," a digital game, was used to compare social and emotional skills of 63 adolescent female students matched for age across Malaysia, South Africa, and the United States. Participants were assessed on six social and emotional competencies during game play, namely impulse control, cooperation, communication, social…
Descriptors: Cross Cultural Studies, Computer Games, Social Development, Interpersonal Competence
Magen-Nagar, Noga; Shachar, Hanna; Argaman, Osnat – Journal of Information Technology Education: Innovations in Practice, 2019
Aim/Purpose: The current study examines the impact of an intervention program to train teachers to collaborate with their students while creating digital games. Background: Teachers seem unable to leverage the potential of ICT to present students with a rich learning environment. ICT integration is usually at a relatively simple and concrete level…
Descriptors: Intervention, Training, Cooperation, Teacher Student Relationship
Soboleva, Elena V. – European Journal of Contemporary Education, 2019
The problem of the research is due to the need to realize the didactic and interdisciplinary potential of mobile applications which are able to support the quest technology. Teachers have to understand peculiarities of organizing such a game form of activity in a digital school. The purpose of the study is to theoretically prove and experimentally…
Descriptors: Teaching Methods, Information Technology, Technology Integration, Telecommunications
Linantud, John; Kaftan, Joanna – Journal of Political Science Education, 2019
This article uses a multimethod research design to compare Statecraft to non-Statecraft assignments and courses along three dimensions: student engagement, political attitudes, and academic honesty. The results indicate that Statecraft increased student engagement and academic honesty. In terms of political attitudes, students generally remained…
Descriptors: Political Science, Teaching Methods, Comparative Analysis, International Relations
Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
Tokac, Umit; Novak, Elena; Thompson, Christopher G. – Journal of Computer Assisted Learning, 2019
This meta-analysis investigated the effects of learning video games on mathematics achievement of PreK-12th-grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally…
Descriptors: Meta Analysis, Mathematics Instruction, Mathematics Achievement, Teaching Methods
Alert, Marissa D.; Saab, Patrice G.; Llabre, Maria M.; McCalla, Judith R. – Health Education & Behavior, 2019
Little is known about the correlates of physical activity and sedentary behavior in Hispanic adolescents. This study examined at baseline and 2-year follow-up: (1) the relationship between self-efficacy for physical activity and physical activity, (2) the association of weight perception with physical activity and sedentary behavior, and (3)…
Descriptors: Self Efficacy, Obesity, Self Concept, Physical Activity Level
Meunier, Fanny, Ed.; Van de Vyver, Julie, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2019
The 27th European Association of Computer-Assisted Language Learning (EUROCALL) conference was hosted by UCLouvain in Louvain-la-Neuve (Belgium), in collaboration with KU Leuven, from the 28th to the 31st of August 2019. The theme selected for the 2019 EuroCALL conference held in Louvain-la-Neuve was "CALL and complexity." As languages…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
Aytaç, Tufan; Erdem, Mustafa – Online Submission, 2019
The use of Information and Communication Technologies (ICT) is rapidly spreading among high school students. These technologies provide the students to gain learning experiences and also involve many dangers such as addiction, loneliness and stress. The aim of this study is to examine awareness levels of different types of high school students…
Descriptors: High School Students, Computer Security, Learning Experience, Information Technology
Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning

Peer reviewed
Direct link
