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Chitiyo, George; Zagumny, Lisa; Davis, Krista M.; Littrell, Michael N.; Akenson, Ashley B.; Besnoy, Kevin; Mathende, Allen M.; Potter, Kinsey – International Journal of Curriculum and Instruction, 2021
The purpose of this study was to investigate the experiences and perceptions of teachers who used chess during instruction for an entire academic year in several school districts within a southern U.S. state. Data for the study were obtained via an electronic survey administered to a sample of 62 teachers in Spring 2018. Results of the study…
Descriptors: Teacher Attitudes, Game Based Learning, Games, Teaching Methods
Dockterman, David; Petscher, Yaacov; McAfee, Alison; Klopfer, Eric; Osterweil, Scot; Diefenthaler, Cody – Practical Assessment, Research & Evaluation, 2021
To inform instruction, screening and diagnostic assessments must collect accurate data about the current state of the learner. Unfortunately, students may find assessments unengaging, intimidating, or irrelevant, undermining the quality of their effort and the quality of the data. The application of gaming to assessments may provide a way to boost…
Descriptors: Game Based Learning, Educational Diagnosis, Diagnostic Tests, Educational Assessment
Yilmaz Ince, Ebru – International Journal of Technology in Teaching and Learning, 2021
This survey study examines students' perceptions on learning programming with CodinGame. Participants included 71 students at Department of Computer Programming Isparta University of Applied Sciences in Turkey. Both quantitative and qualitative research methods were used. In order to collect quantitative data, the questionnaire method was used,…
Descriptors: Student Attitudes, Programming, Game Based Learning, College Students
Wan, Yingjia; Zhu, Liqi – Developmental Psychology, 2021
Rhythmic activities such as joint music-making and synchronous moving are known to produce prosocial effects in both adults and children, but the underlying mechanism remains unclear. One possible mechanism is that the time-locked, fine-grained coordination characteristic of rhythmic activities plays a key role in producing powerful prosocial…
Descriptors: Preschool Children, Prosocial Behavior, Music Activities, Kindergarten
Kurt D. Squire – International Journal of Designs for Learning, 2021
At Play in the Cosmos is a game for University-level Astronomy courses. Designed as a collaboration between the Games + Learning + Society Center, an academic center at the University of Wisconsin-Madison, and Norton & Company, Cosmos is intended to support a "game-first" model of curriculum in which students play the game before…
Descriptors: Astronomy, Game Based Learning, Learning Activities, Design
Palová, Dana; Vejacka, Martin – European Journal of Educational Research, 2022
The field of education was distinctly affected by the development of information and communication technologies, as they can make education more efficient, interactive, and available. Today's students call for new innovative educational approaches. Digital communication technologies are the organic part of their life and they are group-oriented…
Descriptors: Game Based Learning, Student Motivation, Integrated Learning Systems, Foreign Countries
Oliveira, Wilk; Hamari, Juho; Joaquim, Sivaldo; Toda, Armando M.; Palomino, Paula T.; Vassileva, Julita; Isotani, Seiji – Smart Learning Environments, 2022
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user's traits. Currently, there is a dearth of research on the…
Descriptors: Game Based Learning, Learner Engagement, Learning Motivation, Personality Traits
Leitão, Rui; Maguire, Martin; Turner, Sarah; Guimarães, Laura – Education and Information Technologies, 2022
Motivation theory is indispensable when discussing processes of learning. Learners who are motivated can learn almost everything. Students' motivation is probably one of the most important factors for teacher effectiveness both for engagement in the learning process and high academic performance. To have effective environmental education, it is…
Descriptors: Literature Reviews, Game Based Learning, Student Motivation, Environmental Education
Sahin, Muhittin; Yurdugül, Halil – Technology, Knowledge and Learning, 2022
Learning Management Systems are web-based systems in which learners can interact with content/learning resources and assessments, as well as other learners and instructors. LMSs have been widely used especially since the beginning of the information age. In the context of this study, the aim was to determine the expectations and needs of the…
Descriptors: Integrated Learning Systems, Student Needs, Educational Technology, Technology Uses in Education
Bakhsh, Khuda; Hafeez, Muhammad; Shahzad, Shumaila; Naureen, Bushra; Faisal Farid, Muhammad – Journal of Education and e-Learning Research, 2022
Digital game-based learning strategy is now widely used in various fields such as education, marketing and advertising. This learning strategy has attracted great attention from scholars and practitioners in recent years due to its effectiveness in various educational fields. As more research studies favored the constructive impact of games on the…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learning Strategies
Oksana, Holiuk; Kateryna, Kruty; Iryna, Desnova; Olena, Blashkova; Neonila, Korylchuk – Journal of Curriculum and Teaching, 2022
This article discussed the trends and features of the formation of digital competence of future teachers through virtual games such as Kahoot and Quizlet. The purpose of this article was to identify modern features of the use of virtual games in the educational process of future teachers in European Union. To achieved this goal, an analytical…
Descriptors: Educational Games, Foreign Countries, Higher Education, Technological Literacy
Alonso-Fernández, Cristina; Calvo-Morata, Antonio; Freire, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Journal of Learning Analytics, 2022
Game learning analytics (GLA) comprise the collection, analysis, and visualization of player interactions with serious games. The information gathered from these analytics can help us improve serious games and better understand player actions and strategies, as well as improve player assessment. However, the application of analytics is a complex…
Descriptors: Educational Games, Learning Analytics, Data Collection, Educational Improvement
Pill, Shane; Evans, John R.; Williams, John; Davies, Michael J.; Kirk, Mary-Anne – Sport, Education and Society, 2022
The "Australian Curriculum: Health and Physical Education" (Australian Curriculum, Assessment and Reporting Authority (2020a) requires all teachers to include Aboriginal and Torres Strait Islander peoples', culture and history where there is scope to meaningfully do so. However, there is a general absence in Australia and internationally…
Descriptors: Physical Education, Culturally Relevant Education, Foreign Countries, Indigenous Populations
Improving Early Childhood Emotional Intelligence through Traditional "Balogo" Games in Kindergartens
Manda, Darman; Fajriani, Kartika; Darmayanti, Dyan Paramitha – Education Quarterly Reviews, 2022
Emotional intelligence is a determinant of individual success. However, today's emotional intelligence is fading. Early childhood is the foundation for the development of individual potential and intelligence. Thus, the urgency needs to be taken special action. The focus of this research is to improve the emotional intelligence of early childhood…
Descriptors: Foreign Countries, Kindergarten, Young Children, Emotional Intelligence
Martin-Cruz, Natalia; Martin-Gutierrez, Adrian; Rojo-Revenga, Miguel – International Journal of Research & Method in Education, 2022
Methods for teaching higher education students how to learn teamwork skills are constantly evolving. Over the last few years, serious games have become popular in business schools for stimulating teamwork among students by making them focus on the game while pursuing a team objective. Among these games, LEGO® Serious Play has shown enormous…
Descriptors: Toys, Play, Teamwork, Cooperative Learning

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