Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 14 |
Since 2016 (last 10 years) | 31 |
Since 2006 (last 20 years) | 33 |
Descriptor
Source
Author
Publication Type
Education Level
Location
Turkey | 4 |
China | 3 |
Indonesia | 3 |
Taiwan | 2 |
Botswana | 1 |
Brazil | 1 |
China (Shanghai) | 1 |
Cyprus | 1 |
Estonia | 1 |
Finland | 1 |
Ghana | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Noreen Dunnett – Routledge Research in Education, 2024
This book challenges common understandings of boredom and disengagement in classrooms, taking a relational approach to boredom which looks beyond the usual distinctions between in-school and out-of-school practices. The book explores how a sociomaterial perspective can provide an alternative analysis of boredom as performative, and as a phenomenon…
Descriptors: Foreign Countries, Secondary Schools, Secondary School Students, Game Based Learning
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
Veronica Membrive, Editor – IGI Global, 2024
"Practices and Implementation of Gamification in Higher Education" is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote…
Descriptors: College Faculty, Gamification, Game Based Learning, Educational Games
Drumhiller, Nicole K., Ed.; Wilkin, Terri L., Ed.; Srba, Karen V., Ed. – IGI Global, 2021
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a…
Descriptors: Simulation, Game Based Learning, Emergency Programs, Authentic Learning
Barr, Matthew – Digital Education and Learning, 2019
This book explores the efficacy of game-based learning to develop university students' skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as "World of…
Descriptors: College Students, Game Based Learning, Video Games, Instructional Effectiveness
Plass, Jan L., Ed.; Mayer, Richard E., Ed.; Homer, Bruce D., Ed. – MIT Press, 2020
This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all…
Descriptors: Game Based Learning, Computer Games, Educational Improvement, Instructional Effectiveness
Willis, Judy; Willis, Malana – ASCD, 2020
Thanks to unprecedented advances in brain science, we know more about the brain today than ever before. But what does that science tell us about how we learn? How can we capture the power of neuroscience research so that it benefits our students? Judy Willis and Malana Willis answer these questions with clarity and insight, translating recent…
Descriptors: Learning Strategies, Neurosciences, Brain, Elementary Secondary Education
Farber, Matthew – Peter Lang Publishing Group, 2021
Games enable children to practice emotions in spaces that are free from actualized consequences. With thoughtful guidance, games can help children manage emotions, perspective-take, demonstrate empathic concern, and exhibit prosocial behaviors. Emerging research suggests that these competencies--also known as social and emotional learning (SEL)…
Descriptors: Game Based Learning, Games, Play, Children
Nurmukhamedov, Ulugbek, Ed.; Sadler, Randall, Ed. – TESOL Press, 2020
For young learners to adults, "New Ways in Teaching with Games" offers over 90 fresh activities -- each with video instruction -- that involve play and games that will enrich your EFL and ESL classrooms. This innovative volume: (1) Introduces traditional, online, and commercial games and explains how they can be used to practice…
Descriptors: Teaching Methods, Learning Activities, Video Technology, Play
de Carvalho, Carlos Vaz, Ed.; Bauters, Merja, Ed. – Lecture Notes in Educational Technology, 2021
This book promotes student-centered approaches to the learning process, allowing students to develop skills and competences that traditional, passive learning methods cannot foster. In turn, supporting active learning with digital technology tools creates new possibilities in terms of pedagogical design and implementation. This book addresses the…
Descriptors: Active Learning, Technology Uses in Education, Student Centered Learning, Problem Based Learning
García-Peñalvo, Francisco José, Ed.; García-Holgado, Alicia, Ed. – Lecture Notes in Educational Technology, 2023
This TEEM 2022 Conference (International Conference on Technological Ecosystems for Enhancing Multiculturality) Proceedings reflects the most outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support the Knowledge Society building and development. With its learning technology-based focus using a…
Descriptors: Interdisciplinary Approach, Conference Papers, Technology Uses in Education, Information Science
Väljataga, Terje, Ed.; Laanpere, Mart, Ed. – Lecture Notes in Educational Technology, 2019
This volume is a compilation of selected papers that were presented at the annual conference of the International Council of Educational Media (ICEM) in Tallinn, Estonia, on September 5 - 7, 2018. The book reports on recent interdisciplinary research and innovative practices regarding school-wide implementation of digital innovation and connects…
Descriptors: Educational Media, Computer Uses in Education, Educational Innovation, Educational Technology
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
Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training