Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Cognitive Style | 2 |
| Educational Games | 2 |
| Academic Achievement | 1 |
| Attention | 1 |
| Chinese | 1 |
| Cognitive Ability | 1 |
| Cognitive Processes | 1 |
| Comparative Analysis | 1 |
| Computer Interfaces | 1 |
| Control Groups | 1 |
| Educational Technology | 1 |
| More ▼ | |
Source
| Journal of Computer Assisted… | 2 |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
Education Level
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Lee, Y.-H.; Heeter, C. – Journal of Computer Assisted Learning, 2017
Educational video games can impose high cognitive demands on its users. Two studies were conducted to examine the cognitive process involved in playing an educational digital game. Study 1 examined the effects of users' working memory capacity and gaming expertise on attention and comprehension of the educational messages. The results showed that…
Descriptors: Cognitive Ability, Expertise, Attention, Educational Games
Ku, D. T.; Huang, Y.-H.; Hus, S. C. – Journal of Computer Assisted Learning, 2015
This study investigated how the integration of a game-based learning strategy and a tangible user interface (TUI) device improves the learning achievement of fifth-grade students in studying Chinese idioms. By using the sifting, and sorting, features of Sifteo Cubes, learners, via a gaming situation, manually composed the cubes to the correct…
Descriptors: Teaching Methods, Academic Achievement, Chinese, Educational Games

Peer reviewed
Direct link
