Publication Date
| In 2026 | 0 |
| Since 2025 | 3 |
| Since 2022 (last 5 years) | 6 |
| Since 2017 (last 10 years) | 8 |
| Since 2007 (last 20 years) | 8 |
Descriptor
Source
| Education and Information… | 2 |
| Educational Technology… | 1 |
| Interactive Learning… | 1 |
| Journal of Baltic Science… | 1 |
| Journal of Computer Assisted… | 1 |
| Journal of Research in… | 1 |
| ProQuest LLC | 1 |
Author
| Ching-Huei Chen | 2 |
| C. Evaggelinou | 1 |
| Chen Sun | 1 |
| Chen, Chia-Chen | 1 |
| Ching-Ling Chang | 1 |
| E. Fotiadou | 1 |
| E. Konstantinidou | 1 |
| F. Topouzeli | 1 |
| Gwo-Jen Hwang | 1 |
| Hsu, I.-Ying | 1 |
| Huang, Po-Hao | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 7 |
| Reports - Research | 7 |
| Dissertations/Theses -… | 1 |
Education Level
| Junior High Schools | 8 |
| Middle Schools | 8 |
| Secondary Education | 8 |
| Elementary Education | 4 |
| Grade 7 | 3 |
| Grade 5 | 1 |
| Grade 6 | 1 |
| Grade 9 | 1 |
| High Schools | 1 |
| Intermediate Grades | 1 |
Audience
Location
| Taiwan | 2 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
A Movement-Integration Approach for the Comprehension of Punctuation Marks in Students with Dyslexia
F. Topouzeli; E. Konstantinidou; C. Evaggelinou; V. Barkoukis; E. Fotiadou – Journal of Research in Special Educational Needs, 2025
Embodied cognition and movement-integration (MI) in classroom settings attract the interest of researchers and practitioners. The purpose of this six-week pilot study was to investigate the feasibility and acceptability of a MI approach (PunMoves) focusing on the comprehension of punctuation marks in reading, which was implemented in 12…
Descriptors: Reading Comprehension, Punctuation, Dyslexia, Cognitive Processes
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Ching-Huei Chen; Ching-Ling Chang – Education and Information Technologies, 2024
This study aimed to investigate the effectiveness of using AI-assisted game-based learning on science learning outcomes, intrinsic motivation, cognitive load, and learning behavior. A total of 202 seventh graders were recruited and randomly assigned to the following three groups: (1) Game only (N = 70), (2) GameGPT (N = 63), and (3)…
Descriptors: Artificial Intelligence, Game Based Learning, Technology Uses in Education, Science Instruction
Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication
Chen Sun – ProQuest LLC, 2021
Computational thinking (CT) is an essential 21st century skill for people to succeed in the increasingly technological (and interconnected) world. Researchers have explored different interventions to teach students CT skills (e.g., Scratch and robotics), but digital game-based learning is relatively under-researched. A critical issue to address in…
Descriptors: Computation, Thinking Skills, Game Based Learning, Scaffolding (Teaching Technique)
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving

Peer reviewed
Direct link
