Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Achievement Gains | 2 |
| Affective Behavior | 2 |
| Computer Games | 2 |
| Game Based Learning | 2 |
| Grade 6 | 2 |
| Teaching Methods | 2 |
| Chinese | 1 |
| Classification | 1 |
| Comparative Analysis | 1 |
| Computer Software | 1 |
| Content Analysis | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
| Tests/Questionnaires | 2 |
Education Level
| Elementary Education | 2 |
| Grade 6 | 2 |
| Intermediate Grades | 2 |
| Middle Schools | 2 |
| Grade 7 | 1 |
| Junior High Schools | 1 |
| Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6

Peer reviewed
Direct link
