Publication Date
| In 2024 | 268 |
| Since 2023 | 632 |
| Since 2020 (last 5 years) | 1828 |
| Since 2015 (last 10 years) | 2067 |
| Since 2005 (last 20 years) | 2076 |
Descriptor
Source
Author
| Hwang, Gwo-Jen | 13 |
| Lester, James | 11 |
| Erin Ottmar | 10 |
| Ji-Eun Lee | 10 |
| Rahimi, Seyedahmad | 10 |
| Shute, Valerie | 10 |
| Huei-Tse Hou | 9 |
| Zou, Di | 9 |
| Jenny Yun-Chen Chan | 8 |
| Xie, Haoran | 8 |
| Azevedo, Roger | 7 |
| More ▼ | |
Publication Type
Education Level
Audience
| Teachers | 39 |
| Researchers | 10 |
| Administrators | 4 |
| Students | 4 |
| Media Staff | 2 |
| Policymakers | 2 |
| Parents | 1 |
| Practitioners | 1 |
Location
| Turkey | 106 |
| Indonesia | 70 |
| Taiwan | 69 |
| Spain | 52 |
| China | 51 |
| Malaysia | 47 |
| Australia | 39 |
| Thailand | 28 |
| United Kingdom | 28 |
| Brazil | 25 |
| Germany | 25 |
| More ▼ | |
Laws, Policies, & Programs
| Head Start | 2 |
| 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 |
Watson-Huggins, Janice; Trotman, Sandra – Quarterly Review of Distance Education, 2019
This article discusses a quantitative study, gamification and motivation to learn math using technology which focused on gathering information to answer the questions "Can gamification motivate students toward learning mathematics?" Gamification, a method used to describe the use of game-based mechanics in nongame contexts, can influence…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Game Based Learning
Ryu, Dongwan; Jeong, Jiwon – Journal of Educational Computing Research, 2019
With the help of digital media and networking technologies, today's learners are increasingly participating in the consuming, producing, and disseminating of new meanings in various modes such as text, image, sound, video, or all together--particularly in online communities--forming new identities as knowledge producers. By using online…
Descriptors: Electronic Learning, Ethnography, Video Games, Play
Coskun, Zeynep Nesrin; Adiguzel, Tufan; Çatak, Guven – World Journal on Educational Technology: Current Issues, 2019
The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form.…
Descriptors: Teaching Methods, Educational Games, Game Based Learning, Educational Technology
Chartofili, Anna; Fokides, Emmanuel – Open Journal for Educational Research, 2019
The study presents the preliminary results of a project having as an overall objective to examine whether digital games have an impact on teenagers' cultural identity formation. Having completed the first stage, the results regarding digital games' impact on knowledge about local history are reported. Thirty high-school students from the island of…
Descriptors: Local History, Game Based Learning, Computer Games, High School Students
McNamara, Jennifer; Bent, Margaret; Grace, Paul – Journal of Applied Testing Technology, 2019
Certification is often viewed to promote lifelong professional development. Industry accreditation agencies include standards for the Maintenance of Certification (MOC) that emphasize the measurement or promotion of continued competency throughout an individual's professional career. In 2013, NBCOT partnered with BreakAway Games to create the…
Descriptors: Computer Simulation, Game Based Learning, Certification, Mandatory Continuing Education
Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Online Journal of Education and Teaching, 2019
Test anxiety always makes students afraid of doing the test because they probably think that they will fail. To overcome the problem, the teacher then used gamification based assessment. Furthermore, the study investigates the category of students test anxiety, students' attitudes toward Quizizz and the students' preference toward the elements of…
Descriptors: Test Anxiety, Computer Oriented Programs, Educational Games, Game Based Learning
An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
Hosseini, Hadi; Hartt, Maxwell; Mostafapour, Mehrnaz – ACM Transactions on Computing Education, 2019
Game-based learning has received significant attention in educational pedagogy as an effective way of increasing student motivation and engagement. The majority of the work in this area has been focused on digital games or games involving technology. We focus on the use of traditional game design in improving student engagement and perception of…
Descriptors: Game Based Learning, Computer Science Education, Learner Engagement, Higher Education
Hugerat, Muhamad; Kortam, Naji; Maroun, Nassrin Toubia; Basheer, Ahmad – EURASIA Journal of Mathematics, Science and Technology Education, 2020
The purpose of this study was to examine how the use of didactic games in teaching science affects the learning environment, achievement, and motivation among primary school students. The research population consisted of 188 5th grade students from two primary schools. This group was divided into an experimental group and a control group. The…
Descriptors: Instructional Effectiveness, Game Based Learning, Educational Games, Active Learning
Strauss, Annaly M.; Bipath, Keshni – South African Journal of Childhood Education, 2020
Background: This article is based on a study that aimed at finding out how pre-primary teachers integrate directed play into literacy teaching and learning. Play is a platform through which young children acquire language. Aim: This study uses an action research approach to understand how guided play benefits incidental reading and expands…
Descriptors: Vocabulary Development, Sight Vocabulary, Word Recognition, Play
Fernandez-Rio, Javier; de las Heras, Esteban; González, Tristan; Trillo, Vanessa; Palomares, Jorge – Physical Education and Sport Pedagogy, 2020
Background: A novel pedagogical approach that is becoming increasingly popular in educational contexts is called Gamification. To our knowledge, empirical research on its effectiveness in education is scarse, and almost absent in physical education. Purpose: The goal was to explore how Gamification can be used in physical education, and what…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Physical Education
Chen, Hao-Jan Howard; Hsu, Hsiao-Ling – Computer Assisted Language Learning, 2020
One of the more rapidly advancing subfields of second language acquisition research is Digital-game based language learning (DGBLL) and many studies have found that Commercial off-the-shelf (COTS) games can have a positive effect on vocabulary acquisition. COTS games are specifically made for entertainment purposes, while serious games, which…
Descriptors: Educational Games, Computer Games, Game Based Learning, Simulated Environment
Kaya, Erdogan; Newley, Anna; Yesilyurt, Ezgi; Deniz, Hasan – Journal of College Science Teaching, 2020
With the release of the Next Generation Science Standards (NGSS), assessing K-12 science teachers' self-efficacy in Computational Thinking (CT) is an important research gap to study. Bandura defines self-efficacy as awareness of the individual's potential and capabilities to accomplish a goal. Teaching efficacy beliefs is a significant identifier…
Descriptors: Thinking Skills, Computation, Self Efficacy, Preservice Teachers
Blume, Carolyn – Computer Assisted Language Learning, 2020
Despite the prevalence of digital gaming as a leisure activity and research attesting to the affordances of digital game-based language learning (DGBLL) for English as a foreign language (EFL), the use of DGBLL remains low, especially outside the United States. A survey was carried out in order to understand both the beliefs and behaviors of…
Descriptors: Preservice Teachers, English (Second Language), English Teachers, Student Behavior
Burgos, Daniel, Ed. – Lecture Notes in Educational Technology, 2020
Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user's expectations and with the market needs. Serious games, Virtual…
Descriptors: Educational Change, Electronic Learning, Educational Innovation, Educational Technology

Peer reviewed
Direct link
