Publication Date
In 2025 | 4 |
Since 2024 | 32 |
Since 2021 (last 5 years) | 132 |
Since 2016 (last 10 years) | 153 |
Since 2006 (last 20 years) | 154 |
Descriptor
Source
Author
Zou, Di | 5 |
Xie, Haoran | 4 |
Chen, Xieling | 3 |
Lei, Hao | 3 |
Cai, Zhihui | 2 |
Chiu, Ming Ming | 2 |
Fan, Xitao | 2 |
Kai Guo | 2 |
Kester, Liesbeth | 2 |
Norlidah Alias | 2 |
Samuel Kai Wah Chu | 2 |
More ▼ |
Publication Type
Information Analyses | 154 |
Journal Articles | 151 |
Reports - Research | 61 |
Reports - Evaluative | 3 |
Reports - Descriptive | 1 |
Speeches/Meeting Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 35 |
Postsecondary Education | 35 |
Elementary Secondary Education | 20 |
Elementary Education | 15 |
Secondary Education | 12 |
Early Childhood Education | 8 |
Preschool Education | 3 |
Junior High Schools | 1 |
Middle Schools | 1 |
Audience
Researchers | 2 |
Parents | 1 |
Policymakers | 1 |
Teachers | 1 |
Location
Asia | 4 |
Spain | 4 |
United Kingdom | 4 |
Turkey | 3 |
United States | 3 |
Australia | 2 |
China | 2 |
Germany | 2 |
Japan | 2 |
Malaysia | 2 |
Portugal | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kaya, Gamze; Sagnak, Hatice Cilsalar – International Journal of Game-Based Learning, 2022
Since gamification has strengthened its place in education over the years, it is frequently preferred in English as a Second Language Learning. This study aims to investigate the literature on the effects of gamification on students' English learning as a second language and the tendency of students to use games to learn English as a second…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, English (Second Language)
Danhua Zhou – Interactive Learning Environments, 2024
Online scientific argumentation activities have significant value for students' cognitive ability. The purpose of this study was to solve the issues of online scientific argumentation. Firstly, the influences of online scientific argumentation were classified into "Learn to Argue" and "Argue to Learn" abilities. And then the…
Descriptors: Meta Analysis, Instructional Design, Instructional Effectiveness, Electronic Learning
Gülçin Büyüközkan; Esin Mukul – Interactive Learning Environments, 2024
In recent years, with the improvement of information and communication technologies and the step towards 5G technology in the Internet infrastructure, the use of technologies in education is increasing day by day. Metaverse is one of the important technologies that contribute to digital education processes. While various studies search the…
Descriptors: Computer Simulation, Distance Education, Electronic Learning, Educational Trends
Sailer, Michael; Homner, Lisa – Educational Psychology Review, 2020
This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes. Results from random effects models showed significant small effects of gamification on cognitive (g = 0.49, 95% CI [0.30, 0.69], k = 19, N = 1686), motivational (g = 0.36, 95% CI…
Descriptors: Educational Games, Game Based Learning, Cognitive Processes, Student Motivation
Nurhayat, Riana; Suranto, Suranto; Dwiningrum, Siti Irene Astuti; Retnawati, Heri; Herwin, Herwin – Pegem Journal of Education and Instruction, 2023
This study aims to describe the effect of innovative learning on student achievement through meta-analysis. Data collection was carried out by documenting research produced from various sources collected via the internet in accordance with the title of this research. These articles were published from 2012 to 2022, from journal articles in…
Descriptors: Foreign Countries, Innovation, Learning Processes, Discovery Learning
Akturk, Ahmet Oguz – Journal of Computer Assisted Learning, 2022
Background: "Journal of Computer Assisted Learning" ("JCAL"), which started its publication life in 1985, is a leading international journal in the field of computer and instructional technologies and celebrated its 35th anniversary in 2020. Objectives: This study aims to provide a bibliometric overview of leading publication…
Descriptors: Periodicals, Bibliometrics, Citations (References), Educational Technology
Stancin, Kristian; Hoic-Bozic, Natasa; Skocic Mihic, Sanja – International Journal of Game-Based Learning, 2022
An individual approach to learning is very important forstudents with disabilities. Teaching based on games enables certain educational content to be introduced to studentsin a suitable and understandable way. The aim of this paper is to identify important characteristics digital educational games should have to be playable by students with…
Descriptors: Foreign Countries, Special Education Teachers, Educational Technology, Game Based Learning
Wan, Zhi Hong; Jiang, Yushan; Zhan, Ying – Early Education and Development, 2021
Research Findings: Various cross-disciplinary STEM learning activities were implemented in the early childhood context. Young children and their parents had rather positive attitudes towards STEM learning. In addition to educational values, the economic value of STEM learning for their family was perceived by a good number of parents, which…
Descriptors: STEM Education, Early Childhood Education, Literature Reviews, Learning Activities
Liang, Min; Lim, Cher Ping; Park, Jonghwi; Mendoza, Norman B. – Educational Technology Research and Development, 2023
The education pathways and opportunities of schoolgirls in Asia are facing different challenges. The empirical studies have implemented Information and Communication Technology-enabled learning to expand such pathways and opportunities and promote education inclusiveness and equity. Through the Gender Analysis Framework, this review paper focuses…
Descriptors: Information Technology, Females, Foreign Countries, Educational Quality
Arztmann, Michaela; Hornstra, Lisette; Jeuring, Johan; Kester, Liesbeth – Studies in Science Education, 2023
Game-based learning has proven to be effective and is widely used in science education, but usually the heterogeneity of the student population is being overlooked. To examine the differential effects of game interventions in STEM (Science, Technology, Engineering and Mathematics) related subjects on diverse student groups, a meta-analysis has…
Descriptors: Elementary School Students, Secondary School Students, STEM Education, Games
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
Alvie Faustino Diaz; Henrilyn Estoque-Loñez – International Journal of Education in Mathematics, Science and Technology, 2024
Gamification is an educational strategy that makes learning fun and keeps students interested in learning, which helps them learn more and grow their knowledge. However, given its growing popularity, it is necessary to review empirical studies regarding gamification in education as an intervention for an effective teaching and learning process.…
Descriptors: Meta Analysis, Game Based Learning, Educational Games, Teaching Methods
Talan, Tarik; Dogan, Yunus; Batdi, Veli – Journal of Research on Technology in Education, 2020
The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this…
Descriptors: Educational Games, Game Based Learning, Instructional Effectiveness, Academic Achievement
Goi, Chai Lee – Journal of Education for Business, 2023
The term "gamification" was introduced in 2002 and used in business education to enhance the teaching and learning process and connect students with the real world of business. This research aims to review gamification in business education using visualizing bibliometric networks analysis. A total of 343 Scopus-indexed research papers…
Descriptors: Bibliometrics, Business Administration Education, Specialization, Teaching Methods
Goundar, Munil Shiva; Kumar, Bimal Aklesh – Education and Information Technologies, 2022
Higher education institutes are continuously exploiting technology to improve the delivery of courses. This paper reviews the use of mobile learning applications in higher education institutes to; i) identify publication trends, ii) types of mobile learning applications used, and iii) categorize the research papers published. The applied method is…
Descriptors: Electronic Learning, Technology Uses in Education, Higher Education, Computer Oriented Programs