Publication Date
In 2025 | 125 |
Since 2024 | 504 |
Since 2021 (last 5 years) | 1771 |
Since 2016 (last 10 years) | 2331 |
Since 2006 (last 20 years) | 2356 |
Descriptor
Source
Author
Gwo-Jen Hwang | 13 |
Hwang, Gwo-Jen | 13 |
Erin Ottmar | 11 |
Lester, James | 11 |
Ji-Eun Lee | 10 |
Rahimi, Seyedahmad | 10 |
Shute, Valerie | 10 |
Huei-Tse Hou | 9 |
Jenny Yun-Chen Chan | 9 |
Zou, Di | 9 |
Xie, Haoran | 8 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 42 |
Researchers | 10 |
Policymakers | 5 |
Administrators | 4 |
Students | 4 |
Practitioners | 3 |
Media Staff | 2 |
Parents | 1 |
Location
Turkey | 110 |
Taiwan | 78 |
Indonesia | 75 |
China | 62 |
Spain | 54 |
Malaysia | 49 |
Australia | 44 |
Thailand | 36 |
United Kingdom | 32 |
Germany | 29 |
Brazil | 28 |
More ▼ |
Laws, Policies, & Programs
Head Start | 3 |
Americans with Disabilities… | 1 |
Elementary and Secondary… | 1 |
Every Student Succeeds Act… | 1 |
Indian Child Welfare Act 1978 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 4 |
Meets WWC Standards with or without Reservations | 6 |
Does not meet standards | 1 |
Ly, Quang C. – Journal of Media Literacy Education, 2021
This study uses the concept of gamification to engage first-year students in the act of summary writing. The researcher argues that writing instructors should consider ways to gamify concepts in their curriculum to bring novelty and active involvement to course materials. The researcher uses Robson et al.'s (2015) mechanics, dynamics, and emotions…
Descriptors: Game Based Learning, Benchmarking, Competence, Personal Autonomy
Phan Hoang, Thu Thao; Kato, Takaaki – Applied Environmental Education and Communication, 2021
Sustainable waste management is an urgent issue in developing countries. This study describes how lectures and group games influence knowledge in waste management of fourth-grade elementary students whose development stage is thought to be effective concerning positive attitude shifts. We employed a control-treatment design and two schools were…
Descriptors: Sanitation, Wastes, Recycling, Urban Areas
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
Johnson, Karlie Loren; Westbrooks, Kimberly – International Journal on Social and Education Sciences, 2021
From 2016-2019, Jacksonville State University (JSU) librarians embraced the call to incorporate increased active learning into traditional library information instruction. Librarians began this process by integrating the use of a scavenger hunt into the Houston Cole Library's new orientation tailgate event. Breakout EDU Escape Room kits with a…
Descriptors: Instructional Effectiveness, Nontraditional Education, Library Instruction, Academic Libraries
Russo, James; Russo, Toby; Bragg, Leicha A. – Mathematics Education Research Group of Australasia, 2021
Research examining teachers' decision making is abundant for pedagogical activities, yet a neglected area is the study of factors influencing teachers when selecting mathematical games. This article sheds light on the factors considered when teachers' select a specific game to use in their primary mathematics classroom. Data from 248 Australian…
Descriptors: Educational Games, Game Based Learning, Decision Making, Selection Criteria
Guzman-Jimenez, Rosario; Dhavit-Prem; Saldívar, Alvaro; Escotto-Córdova, Alejandro – Educational Technology & Society, 2023
Yupana Inca Tawa Pukllay (YITP) is a ludic didactic resource based on semiotic alternation that, using the reading of numbers in the Inca numeral system, improves its equivalent Indo-Arabic reading. Twelve children from first to fourth grade of a bilingual (Spanish-Quechua), multi-grade elementary school in a small rural Peruvian community were…
Descriptors: Semiotics, American Indians, American Indian Students, American Indian Languages
Ribeiro, Maria do Céu – Research in Social Sciences and Technology, 2019
This article focuses on analog and digital game play and the challenges it poses to future teachers in an educational context. For that, a review of the literature on the subject was made, addressing the theories of Piaget and Vygotsky. We refer to the game as a pedagogical resource, its relation to the teaching-learning process, and its role in…
Descriptors: Game Based Learning, Elementary School Students, Children, Skill Development
Rosmansyah, Yusep; Achiruzaman, Mohamad; Hardi, Ariq Bani – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research proposed a 3D multiuser virtual learning environment (3DMUVLE) educational game design framework by combining ATMSG, ADDIE, E-Simulation, and 3D Open Simulator Technology Architecture. This paper focused on a case study of online training for food crops productivity data surveys. Background: The conventional online…
Descriptors: Virtual Classrooms, Educational Games, Computer Simulation, Data Collection
Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
Silva, Rui; Rodrigues, Ricardo; Leal, Carmem – Accounting Education, 2019
Flow theory is used in this article [Csikszentmihalyi, M. (1990). "The domain of creativity"] to determine whether gamified resources, named Accountingame and Marketingame, possess certain characteristics which, in the form of educational games, increase the performance of Portuguese undergraduate students attending Accounting (N = 816)…
Descriptors: Accounting, Marketing, Business Administration Education, Game Based Learning
Cutumisu, Maria; Chin, Doris B.; Schwartz, Daniel L. – British Journal of Educational Technology, 2019
A major goal of contemporary education is to teach students how to learn on their own. Assessments have largely lagged behind this goal, because they measure what students have learned and not necessarily their learning processes. This research presents Posterlet, an assessment that collects evidence regarding the strategies that students choose…
Descriptors: Student Evaluation, Evaluation Methods, Learning Strategies, Educational Games
Czauderna, André; Guardiola, Emmanuel – Electronic Journal of e-Learning, 2019
The field of game design for educational content lacks a focus on methodologies that merge gameplay and learning. Existing methodologies typically fall short in three ways: they neglect the unfolding of gameplay through players' actions over a short period of time as a significant unit of analysis; they lack a common consideration of game and…
Descriptors: Educational Games, Instructional Design, Literacy, Refugees
Gök, Mustafa; Akbas, Elif Ertem – International Online Journal of Education and Teaching, 2019
This study investigated whether the training program given within the framework of the Theory of Didactical Situations (TDS) within a mathematics education course could change the pre-service elementary teachers' attitudes towards a mathematics education course in an 11-week teaching process. In the study, the mixed method was used. The…
Descriptors: Preservice Teachers, Student Attitudes, Attitude Change, Mathematics Education
Marín, B.; Frez, J.; Cruz-Lemus, J.; Genero, M. – ACM Transactions on Computing Education, 2019
Context: Programming courses are compulsory for most engineering degrees, but students' performance on these courses is often not as good as expected. Programming is difficult for students to learn, given that it includes a lot of new, complex, and abstract topics. All of this has led experts to the conclusion that new teaching techniques are…
Descriptors: Programming, Game Based Learning, Engineering Education, College Freshmen
Lesser, Andrew John – ProQuest LLC, 2019
Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for…
Descriptors: Video Games, Music Education, Technology Uses in Education, Game Based Learning