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Sam Ihlenfeldt; Gregory K. W. K. Chung; Susan Lyons; Jordan Lawson; Elizabeth J. K. H. Redman – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2025
In this evaluation study, we investigated the extent to which Solitaired.com's online game, Solitaire, could be used to model players' performance on several validated cognitive tests commonly associated with mental acuity (i.e., memory and processing speed). Prior research found that Solitaire gameplay is affected by mild cognitive impairment and…
Descriptors: Computer Games, Cognitive Tests, Cognitive Processes, Reaction Time
Corbit, John; Dockrill, Mya; Hartlin, Stef; Moore, Chris – Developmental Science, 2023
There is mounting empirical evidence to suggest that adults are intuitively cooperative. When presented with a cooperative dilemma between self-maximizing and benefitting the common good, decisions made quickly are more likely to be cooperative, whereas slow decisions tend to favor self-interest. To investigate the ontogenetic origins of intuitive…
Descriptors: Intuition, Time Management, Age Differences, Computer Games
Wenda Liu; Nikita Shah; Ili Ma; Gabriela Rosenblau – Developmental Science, 2024
Information sampling about others' trustworthiness prior to cooperation allows humans to minimize the risk of exploitation. Here, we examined whether early adolescence or preadolescence, a stage defined as in between childhood and adolescence, is a significant developmental period for strategic social decisions. We also sought to characterize…
Descriptors: Autism Spectrum Disorders, Interpersonal Relationship, Decision Making, Individual Development
Ali Soyoof; Michelle M. Neumann; Barry Lee Reynolds; Afsheen Rezai; Ali Ibrahim Can Gözüm – Education and Information Technologies, 2025
Previous studies have shown that demographic factors can influence parental mediation strategies during children's digital gameplay. However, little is known about maternal and paternal mediation in Iranian families. This study examined the relationship between maternal and paternal mediation (restrictive, active, viewing, technical, and…
Descriptors: Foreign Countries, Parent Role, Computer Use, Computer Games
Tang, Joni Tzuchen; Nine, Wei Tung; Wang, Yi Chen – Education and Information Technologies, 2023
Children always have a natural inclination to play, so the purpose of game-based learning is to establish a way for children to acquire knowledge while playing. This study is to discover the relationship between children's play preferences and learning performances toward a mathematics mobile game we designed. The tablet game we designed,…
Descriptors: Preschool Education, Preschool Children, Mathematics Education, Game Based Learning
Seyma Türen; Pinar Bagçeli Kahraman – Education and Information Technologies, 2025
The increasing prevalence of digital technologies has notably expanded children's accessibility to a diverse range of digital tools day by day. Consequently, this evolution has significantly influenced the gaming landscape, propelling the surge in popularity of digital games among children. This change has also led to the need for changes in the…
Descriptors: Predictor Variables, Preschool Children, Video Games, Computer Games
Chua, Yu Wei; Lu, Szu-Ching; Anzulewicz, Anna; Sobota, Krzystof; Tachtatzis, Christos; Andonovic, Ivan; Rowe, Philip; Delafield-Butt, Jonathan – Developmental Science, 2022
Movement is prospective. It structures self-generated engagement with objects and social partners and is fundamental to children's learning and development. In autistic children, previous reports of differences in movement kinematics compared to neurotypical peers suggest that its prospective organisation might be disrupted. Here, we employed a…
Descriptors: Autism, Pervasive Developmental Disorders, Motion, Handheld Devices
Gloria Concepcion Tenorio-Sepulveda; Katherine del Pilar Muñoz-Ortiz; Maria Soledad Ramirez-Montoya – Journal of Social Studies Education Research, 2025
Computational thinking (CT) is an indispensable higher-order competency in our complex, digitalized era; its development in students can be an effective tool for societal problem-solving. This research aimed to use an escape room to develop students' computational thinking using challenges oriented toward Sustainable Development Goal (SDG) 7 of…
Descriptors: Computation, Thinking Skills, Problem Solving, Game Based Learning
Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Education and Information Technologies, 2022
Digital educational games (DEGs) constitute an effective teaching approach, particularly when they are used in combination with collaborative learning scenarios. However, when changes are made in the teaching and learning process, teachers are responsible to apply and realize them in practice. Therefore, it is vital to understand their views and…
Descriptors: Teaching Methods, Educational Technology, Computer Games, Educational Games
Koc, Mustafa; Tunc, Rasim – International Society for Technology, Education, and Science, 2021
E-sports games have recently become a popular internet game especially among young people and are played at a professional and amateur level. The effect of replacing traditional games with such digital games on the development of children and young people is hotly discussed among the parents and educators. This study aims to investigate…
Descriptors: Video Games, Competition, Internet, High School Students
Crocetta, Tânia Brusque; Guarnieri, Regiani; Massetti, Thaís; da Silva, Talita Dias; de Almeida Barbosa, Renata Thaís; Ferreira de Lima Antão, Jennifer Yohanna; de Abreu, Luiz Carlos; Monteiro, Carlos Bandeira de Mello – Measurement in Physical Education and Exercise Science, 2019
The coincidence-anticipation timing (CAT) task assesses one facet of cognitive and motor performance and is used to understand the human visuo-motor system involved in intercepting the moving object. To assess the test-retest reliability and the concurrent validity in the "Bridge Games" package (Bridge) developed to assess the CAT task,…
Descriptors: Computer Games, Perceptual Motor Coordination, Test Reliability, Validity
Arini, Rhea L.; Wiggs, Luci; Kenward, Ben – Developmental Psychology, 2021
Although children enact third-party punishment, at least in response to harm and fairness violations, much remains unknown about this behavior. We investigated the tendency to make the punishment fit the crime in terms of moral domain; developmental patterns across moral domains; the effects of audience and descriptive norm violations; and…
Descriptors: Punishment, Ethics, Moral Values, Audiences
Alarcón-Espinoza, Marina; Samper, Paula; Anguera, M. Teresa – Journal for the Study of Education and Development, 2023
Focusing on school tasks and regulating emotions are often challenges for students to achieve. The objective of this research is to describe and analyse the behaviours associated with emotional regulation that affect the way students participate in the classroom and contribute to the subject matter. From the mixed methods perspective, an…
Descriptors: Elementary School Students, Grade 5, Grade 6, Grade 3
Hazar, Zekihan – Asian Journal of Education and Training, 2019
The aim of this study is to investigate the relationship between digital game addiction and the motivation for digital game-playing, and to develop suggestions towards the solution of the research problem through the relationship between these two concepts. The study is designed according to the quantitative research method and the relational…
Descriptors: Computer Games, Addictive Behavior, Motivation, Elementary School Students
Plate, Rista C.; Shutts, Kristin; Cochrane, Aaron; Green, C. Shawn; Pollak, Seth D. – Developmental Psychology, 2021
Children have a powerful ability to track probabilistic information, but there are also situations in which young learners simply follow what another person says or does at the cost of obtaining rewards. This latter phenomenon, sometimes termed bias to trust in testimony, has primarily been studied in children preschool-age and younger, presumably…
Descriptors: Probability, Trust (Psychology), Preschool Children, Children

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