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Usta, Neslihan; Cagan, Büsra – Higher Education Studies, 2022
This study examines the effect of "Mangala" on the mathematical motivation and problem-solving skill levels (PSoSL) of 6th -grade students. A single-group pre-test-post-test quasi-experimental design based on the quantitative research approach was used in the study conducted through distance education. The sample consisted of 14 6th…
Descriptors: Mathematics Instruction, Grade 6, Problem Solving, Mathematics Skills
Arkan, Zeynep – Education Quarterly Reviews, 2022
In this study, games were prepared that will contribute to improving the vocabulary of children learning Arabic. Considering the target audience, it is known that game techniques and word teaching offer a fun and lively course environment and increase the motivation of the student. In this study, qualitative research methods were used. Document…
Descriptors: Game Based Learning, Semitic Languages, Second Language Instruction, Vocabulary Development
Nur, Andi Saparuddin; Kartono, Kartono; Zaenuri, Zaenuri; Rochmad, Rochmad – Participatory Educational Research, 2022
The integer is a basic concept in studying arithmetic and algebra. However, students still frequently experience misconceptions, especially in negative integer, count operations. Traditional games are activities that are often carried out by students in coastal areas so that they are relevant to be used as a tool to construct learning trajectories…
Descriptors: Learning Processes, Elementary School Students, Grade 6, Preadolescents
Bouck, Emily C.; Long, Holly – Exceptionality, 2022
Mathematical fluency supports maintenance of mathematical skills (Shurr et al., 2019). Multiple interventions support fluency, including the use of games. However, limited research exists exploring games as a means of increasing student fluency in mathematics. In this single case design study, researchers examined the relation between four…
Descriptors: Mathematics Instruction, Mathematics Skills, Game Based Learning, Elementary School Students
Allison S. Liu; Kirk Vanacore; Erin Ottmar – Grantee Submission, 2022
Feedback in educational technologies can teach and engage students in math, but questions remain on how to present failure feedback that supports positive learning behaviors. We explore how error- and reward-based feedback influenced students' choices to replay completed problems in "From Here to There!," a math game-based educational…
Descriptors: Educational Technology, Technology Uses in Education, Feedback (Response), Failure
Yan, Jin; Jones, Brad; Smith, Jordan J.; Morgan, Philip; Eather, Narelle – Journal of Teaching in Physical Education, 2023
Purpose: To evaluate the effectiveness of game-based approaches on game performance, fundamental movement skills, health-related indicators, and physical activity outcomes among children (5-12 years) when delivered in the primary physical education school setting. Method: A systematic search of six electronic databases without date limitation was…
Descriptors: Game Based Learning, Physical Education, Teaching Methods, Elementary School Students
Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
Porat, Erez; Shamir-Inbal, Tamar; Blau, Ina – Journal of Computer Assisted Learning, 2023
Introduction: Virtual worlds (VWs) are immersive three-dimensional environments, accessible simultaneously to multiple users, and described as shared, simulated spaces, whose inhabitants represented as avatars. VWs enable freedom of expression. Using VWs in educational contexts requires a shift from teacher-centered instruction to facilitation of…
Descriptors: Teaching Methods, Computer Simulation, Elementary Secondary Education, Student Attitudes
Hsu, Ting-Chia; Liang, Yi-Sian – Journal of Educational Computing Research, 2021
This study proposed plugged and unplugged approaches for young students to simultaneously improve their interdisciplinary learning performance in English and Computational Thinking (CT). The plugged approach involved adopting educational robots to enhance CT and to provide English vocabulary and sentence practice via a board game. The unplugged…
Descriptors: Computation, Thinking Skills, Second Language Learning, Electronic Learning
Opri?, Edina-Timea; Bálint-Svella, Éva; Zsoldos-Marchi?, Iuliana – Acta Didactica Napocensia, 2021
Gamification is a rather new method in education and unfortunately is not a widely known method among Hungarian primary school teachers in Romania. This paper presents the knowledge and opinion of pre-service preschool and primary school teachers about gamification and its use in education. In this study 81 Primary and Preschool Pedagogy students…
Descriptors: Foreign Countries, Game Based Learning, Teaching Methods, Preservice Teachers
Vázquez-Vílchez, Mercedes; Garrido-Rosales, Dalia; Pérez-Fernández, Beatriz; Alicia Fernández-Oliveras, Alicia – Education Sciences, 2021
This paper explores the value of cooperative games in enhancing knowledge and generating pro-environmental engagement in students. For this, an educational board game related to global change was developed, validated, and subsequently evaluated using future primary school teachers. The board game was validated and evaluated in two phases. Phase I…
Descriptors: Cooperative Learning, Educational Games, Environmental Education, Preservice Teachers
Chin-Huang Daniel Liao; Wen-Chi Vivian Wu; Venny Gunawan; Tin-Chang Chang – Asia-Pacific Education Researcher, 2024
This comparative study aimed to investigate the effects of an Augmented-Reality Game-Based Learning application, "StemUp," on the English learning performance and motivation of distinct rural and urban groups of young EFL (English as a Foreign Language) learners. Multiple sources of data collection were employed, including pre- and…
Descriptors: Game Based Learning, Physical Environment, Simulated Environment, Synthesis
Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
Wellington De Luna-Vazquez; Luis G. Estrada-Oliver – Strategies: A Journal for Physical and Sport Educators, 2024
The COVID-19 pandemic highlighted the challenges and opportunities for incorporating social and emotional learning (SEL) into physical education, especially in settings disrupted by remote learning. This article provides practical strategies for PE teachers to apply the cooperative learning (CL) model to help Hispanic English language learners…
Descriptors: Social Emotional Learning, Physical Education, Cooperative Learning, English (Second Language)
Mee Mee, Rita Wong; Shahdan, Tengku Shahrom Tengku; Ismail, Md Rosli; Ghani, Khatipah Abd; Pek, Lim Seong; Von, Wong Yee; Woo, Adelaide; Rao, Yugeshineey Subba – International Journal of Evaluation and Research in Education, 2020
Planning a creative learning environment is not an easy task. Teachers prefer to teach traditionally in chalk-and-talk approach during language teaching. However, this does not fit learners of the 21st Century as they prefer game-like activities instead of pen-and-paper lessons. Hence, the introduction of gamification in classroom would result in…
Descriptors: Game Based Learning, Preservice Teachers, Teacher Attitudes, Foreign Countries