Publication Date
In 2025 | 93 |
Since 2024 | 447 |
Since 2021 (last 5 years) | 1370 |
Since 2016 (last 10 years) | 3100 |
Since 2006 (last 20 years) | 4975 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
Practitioners | 1623 |
Teachers | 984 |
Students | 129 |
Researchers | 86 |
Parents | 78 |
Media Staff | 23 |
Administrators | 19 |
Policymakers | 12 |
Community | 9 |
Counselors | 6 |
Support Staff | 2 |
More ▼ |
Location
Turkey | 172 |
Taiwan | 150 |
Australia | 149 |
Canada | 104 |
United Kingdom | 83 |
Spain | 81 |
China | 77 |
Indonesia | 72 |
Germany | 71 |
California | 66 |
Brazil | 59 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 11 |
Meets WWC Standards with or without Reservations | 19 |
Does not meet standards | 6 |
Russo, James – Australian Primary Mathematics Classroom, 2023
This activity provides students with opportunities to practice addition strategies and explore probability in this adaptation of the classic probability game Greedy Pig. To play, you will need a 6-sided dice, a number chart, and a brown counter to represent the mouse, and a yellow counter to represent the cheese. The game is suitable for two or…
Descriptors: Mathematics Activities, Educational Games, Addition, Probability
Fan Zhang; Xiangyu Wang; Xinhong Zhang – Education and Information Technologies, 2025
Intersection of education and deep learning method of artificial intelligence (AI) is gradually becoming a hot research field. Education will be profoundly transformed by AI. The purpose of this review is to help education practitioners understand the research frontiers and directions of AI applications in education. This paper reviews the…
Descriptors: Learning Processes, Artificial Intelligence, Technology Uses in Education, Educational Research
Steven R. Jones; Christian G. Barnett; Elizabeth G. Bailey – International Journal of Mathematical Education in Science and Technology, 2025
In this study, we focus on a specific visual representation that is used across several mathematics and science content areas: the 'partitioned square' (PS). Previous research has examined PSs in single content areas in isolation, such as for mathematics polynomials or biology random mating, where the PS was generally in the service of other…
Descriptors: College Students, Visual Aids, Mathematics Education, Science Education
Kevin J. Krajcir; Emily K. Field; Bradley Fultz; Robin Buff; Jim Gann; Lorin A. Neuman-Lee – American Biology Teacher, 2024
Biological interactions and associations underlie life's processes at every level of organization. Here, we present a classroom activity that allows students to visualize and understand the connections within almost any biological system, from cell functions to ecological relationships. We recommend that instructors implement this activity to…
Descriptors: Biology, Class Activities, Science Instruction, Visualization
Nardie Fanchamps; Emily van Gool; Lou Slangen; Paul Hennissen – Education and Information Technologies, 2024
Learning basic concepts of programming resulting in a development on computational thinking (CT) can be reached by means of digital programming environments. As a counterpart, the application of unplugged programming activities seems also to have promising potential regarding the impact on CT. The main characteristic of unplugged programming is…
Descriptors: Computation, Thinking Skills, Programming, Computer Peripherals
Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
Cengiz Gunduzalp – Journal of Education in Science, Environment and Health, 2024
This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was…
Descriptors: Educational Games, Educational Technology, Biochemistry, Student Attitudes
Hardikkumar Amrutbhai Mistry; Narendra Pathak; Dhvani Desai; Sharvil Dulera; Rachana Mandli – Advances in Physiology Education, 2024
Questioning is an important activity in teaching. In medical colleges, on-stage quiz competitions are appreciated by students as well as faculty as they are an engaging way to connect with the discipline. We organized the Physiology Quiz Competition to assess the concepts of functional mechanisms of various organ systems. It was an academic tool…
Descriptors: Physiology, Science Instruction, Medical Students, College Freshmen
Xiaohang Dong; Hui Liang; Xianghua Ding; Yawen Zhang – Education and Information Technologies, 2024
Serious game-based learning is a high-fashioned topic in educational technology which helps children learn and train their skills. Most existing literature focuses on the improvement of children's specific abilities or skills, such as reading comprehension, attention, memory, etc. However, for cognitively impaired children, it is necessary to…
Descriptors: Game Based Learning, Educational Games, Cognitive Development, Intellectual Disability
Garrison Akira Wells – ProQuest LLC, 2024
Misinformation is one society's most pressing issues, spreading division and chaos across the globe. Videogames have become one of the more promising mediums for misinformation interventions, teaching players common falsehood indicators and helping them develop their discernment abilities. This thesis details the design, playtesting, and…
Descriptors: Misinformation, Educational Games, Video Games, Intervention
Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Yoder, Michele E. – Management Teaching Review, 2023
Porter's five forces model is an important tool in strategic management. Strategy students use the five forces model to conduct industry analysis by evaluating the external conditions that impact firms in a given industry. The five forces model is deceptively simple, yet it encompasses important nuances that students sometimes struggle to fully…
Descriptors: Industry, Models, Educational Games, Business Education
Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2023
Serious games are a growing field in academic research and they are considered an effective tool for education. Game-based learning invokes motivation and engagement in students resulting in effective instructional outcomes. An essential aspect of a serious game is the method of support for presenting the teaching material and providing feedback.…
Descriptors: Educational Games, Programming, Sequential Learning, Cognitive Processes
Sevda Korkmaz; Ayla Cetin-Dindar; Ferhunde Kucuksen Oner – Journal of Educational Research, 2023
To develop positive attitudes toward science, students should have the opportunity to experience enjoyment and enthusiasm within a conducive learning environment. This can be achieved through engaging in hands-on activities and participating in collaborative, student-centered activities. This study aimed to investigate the impact of developing…
Descriptors: Educational Games, Academic Achievement, Student Attitudes, Science Education