Publication Date
| In 2026 | 0 |
| Since 2025 | 6 |
| Since 2022 (last 5 years) | 22 |
Descriptor
Source
Author
| Jessica H. Hunt | 2 |
| Kenneth Holman | 2 |
| Matthew Marino | 2 |
| Michelle Taub | 2 |
| Abdessalem Koubaa | 1 |
| Ahuja, Neelu Jyothi | 1 |
| Alejandra Duarte | 1 |
| Anderson Todd | 1 |
| Anis Ben Chikha | 1 |
| Anna Tonda | 1 |
| Antonio Cortijo Ocaña, Editor | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 15 |
| Journal Articles | 14 |
| Books | 4 |
| Collected Works - General | 2 |
| Collected Works - Proceedings | 2 |
| Dissertations/Theses -… | 2 |
| Speeches/Meeting Papers | 2 |
| Information Analyses | 1 |
| Reports - Descriptive | 1 |
Education Level
Audience
| Teachers | 2 |
| Policymakers | 1 |
| Researchers | 1 |
Location
| Malaysia | 2 |
| Nigeria | 2 |
| Algeria | 1 |
| Bulgaria | 1 |
| Canada (Toronto) | 1 |
| Croatia | 1 |
| Ecuador | 1 |
| Hungary | 1 |
| India | 1 |
| Indonesia | 1 |
| Iraq | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
Increasing Student Engagement, Fraction Knowledge, and STEM Interest through Game-Based Intervention
Jessica H. Hunt; Michelle Taub; Matthew Marino; Kenneth Holman; Kelly Womack-Adams – Journal of Special Education Technology, 2025
In this study, we evaluate the impact of a game-based supplemental fraction curriculum on student engagement, fraction knowledge, and STEM interest in inclusive elementary mathematics classrooms. Utilizing a robust experimental design, the research explores how a game-based interventions can augment traditional fraction instruction and promote…
Descriptors: STEM Education, Learner Engagement, Fractions, Game Based Learning
Olfa Tounsi; Anis Ben Chikha; Abdessalem Koubaa; Omar Trabelsi; Liwa Masmoudi; Haitham A. Jahrami; Cain C. T. Clark; Khaled Trabelsi; Mourad Bahloul – International Journal of Disability, Development and Education, 2025
The Good Behaviour Game (GBG) is an interdependent group contingency intervention, previously shown to be effective in managing students' behaviour across several studies. An ABAB withdrawal design was implemented to examine the effects of the GBG on the engagement and disruptive behaviours of 12 students diagnosed principally with a mild…
Descriptors: Students with Disabilities, Mild Intellectual Disability, Physical Education, Self Contained Classrooms
Özlem Altindag Kumas; Senay Delimehmet Dada; Halime Miray Sümer Dodur – Journal of Computer Assisted Learning, 2025
Background: Phonological awareness is the ability to identify and manipulate the sounds of language. This is a crucial skill for reading and spelling development. However, students with intellectual disabilities (ID) often have difficulties in acquiring phonological awareness skills. Objectives: This study aimed to assess the impact of a digital…
Descriptors: Phonological Awareness, Students with Disabilities, Game Based Learning, Video Games
Marilena Bratu; Cristina Hava Muntean; Cristian Buica-Belciu; Sabina Stan; Gabriel-Miro Muntean – IEEE Transactions on Education, 2024
Contributions: This article presents the results of a study carried out as part of two large-scale pilots and analyzes the impact of the use of modern technologies in education in term of knowledge acquisition in case of students with hearing disabilities. Background: Teaching topics from STEM area is a challenging task for all teachers who have…
Descriptors: Educational Technology, Technology Uses in Education, Students with Disabilities, Hearing Impairments
Cristina Rebollo; Anna Tonda; Cristina Sorlí; Inmaculada Remolar – International Association for Development of the Information Society, 2024
The traditional learning method can be a challenging activity if the students are children with ADHD. There are studies that indicate that educational video games enhance the learning process in children. To objectively validate the aforementioned claim, this study aims to analyze and compare the brain waves activity of children with ADHD while…
Descriptors: Video Games, Educational Games, Teaching Methods, Students with Disabilities
Zolkipli, Nurzamila Zasira; Rahmatullah, Bahbibi; Mohamad Samuri, Suzani; Árva, Valéria; Sugiyo Pranoto, Yuli Kurniawati – Southeast Asia Early Childhood, 2023
The rapid growth of multimedia pedagogy in the education sector has brought about a game-based technological approach that is shaping the learning of children nowadays. The focus of the approach is to encourage active participation from children; the effect can be seen in their interaction, involvement, and engagement throughout the learning…
Descriptors: Preschool Children, Learning Disabilities, Students with Disabilities, Game Based Learning
Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
Jason Krell; Patrick K. Dolecki; Anderson Todd – Journal of Attention Disorders, 2023
Objective: To determine whether in situ neurofeedback training can be used as a tool to build sustained attention in the general student population and whether gains in attention translate to more effective work habits and learning skills. Method: Students participated in attention training game-based neurofeedback in situ for a period of 35…
Descriptors: Attention, Training, Game Based Learning, Program Effectiveness
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
Liza M. Fiorello – ProQuest LLC, 2023
Recent advancements in technology have created enriching and engaging learning opportunities in education. Today, online games are used more frequently in education in an attempt to engage students in learning activities and help increase student participation for students with and without disabilities. However, limited research has been conducted…
Descriptors: Teacher Attitudes, Middle School Teachers, Middle School Students, Students with Disabilities
Thapliyal, Monika; Ahuja, Neelu Jyothi; Shankar, Achyut; Cheng, Xiaochun; Kumar, Manoj – Journal of Computing in Higher Education, 2022
This paper presents the ontological design and implementation of the differentiated learning environment in the domain model of an intelligent tutoring system for children with specific learning disabilities. It addresses the learners need for differentiated instruction in a preferential learning environment. The proposed model helps to identify…
Descriptors: Individualized Instruction, Intelligent Tutoring Systems, Students with Disabilities, Learning Disabilities
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
Eadaoin J. Slattery; Deirdre Butler; Michael O'Leary; Kevin Marshall – Irish Educational Studies, 2024
Minecraft Education is a popular digital game-based learning platform designed for use in educational settings. This study explores teachers' experiences of using Minecraft Education as an educational tool to foster the development of key competencies and skills in students. Semi-structured interviews with Irish primary school teachers (N = 11)…
Descriptors: Game Based Learning, Video Games, Technology Uses in Education, Teaching Experience
Previous Page | Next Page »
Pages: 1 | 2
Peer reviewed
Direct link
