Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Adam Sales | 1 |
Alison Liu | 1 |
Benton, Laura | 1 |
Chang, Ching | 1 |
Erin Ottmar | 1 |
Herbert, Elisabeth | 1 |
Hsu, Ting-Chia | 1 |
Joye, Nelly | 1 |
Kirk Vanacore | 1 |
Liang, Yi-Sian | 1 |
Mavrikis, Manolis | 1 |
More ▼ |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Reports - Evaluative | 1 |
Education Level
Elementary Education | 3 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Grade 7 | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Benton, Laura; Mavrikis, Manolis; Vasalou, Asimina; Joye, Nelly; Sumner, Emma; Herbert, Elisabeth; Revesz, Andrea; Symvonis, Antonios; Raftopoulou, Chrysanthi – British Journal of Educational Technology, 2021
The use of learning games within the classroom is becoming increasingly common because of their potential to positively impact learning. Recent developments in adaptivity offer further possibilities to personalise learning by tailoring the game to an individual child's level or particular learning needs. However, designing an adaptive learning…
Descriptors: Literacy Education, Game Based Learning, Elementary School Students, Learner Engagement
Hsu, Ting-Chia; Chang, Ching; Liang, Yi-Sian – IEEE Transactions on Learning Technologies, 2023
The study explores the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment is conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Elementary School Students, Grade 3, Interdisciplinary Approach, Computation
Kirk Vanacore; Adam Sales; Alison Liu; Erin Ottmar – Society for Research on Educational Effectiveness, 2023
Background: Persisting after experiencing difficulty allows students to work in the upper ends of their zones of proximal development, where most learning occurs (Ventura et al., 2013; Vygotsky & Cole, 1978). Digital educational games promote productive persistence by allowing students to repeat the same or similar problems until they reach…
Descriptors: Academic Persistence, Game Based Learning, Failure, Algebra