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Maria Priego-Ojeda; Gemma Filella-Guiu; Núria Pérez-Escoda – Journal of Computer Assisted Learning, 2025
Background: Video games can be innovative, educational and therapeutic tools that have demonstrated positive outcomes in enhancing emotional skills. Many of these programmes have shown benefits in improving children and adolescents' emotional competencies, but there is a lack of research evidence on programmes that aim to intervene within the…
Descriptors: Educational Games, Parent Education, Parent Attitudes, Emotional Experience
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
Since 2012, the Prudence Foundation has been working to address the gap in financial literacy in developing nations by creating and distributing financial literacy media and curricula targeting 7- to 10-year-olds in Asia and, more recently, Africa. "Cha-Ching!" is a multipronged learning initiative that reaches children, teachers, and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
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Kenanoglu, Dilan; Duran, Munise – Asian Journal of Education and Training, 2021
The aim of this study is to analyze the effect of Traditional Game Education Program (TGEP) on language development of pre-school children. Dependent and independent variables were determined as the children's language development scores and "traditional game education program", respectively. The study group was determined with…
Descriptors: Games, Game Based Learning, Play, Rhyme
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Liang, Yuan; Zhang, Lijin; Long, Yang; Deng, Qian; Liu, Yujuan – Early Education and Development, 2020
Research Findings: Low-socioeconomic status (SES) (intervention group, n = 31; control group, n = 32) and middle/high-SES (reference group, n = 33) 5-year-old Chinese kindergartners were screened through SES and IQ test. Their number sense was examined over five time points. The pretest was conducted at the beginning of the fall semester, followed…
Descriptors: Response to Intervention, Mathematics Instruction, Play, Low Income Students
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Vishesh Kumar; Matthew Berland; Leilah Lyons; Beth Pinzur – Interactive Learning Environments, 2024
In this paper, we present SCAMP -- Social Configuration Affordances for Museum Play -- an analytical framework we develop and use to highlight the relationship between designed affordances at interactive museum exhibits and different social playful behaviors they trigger and support. We do this through a selective case study analysis of Rainbow…
Descriptors: Museums, Exhibits, Instructional Materials, Play
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Higueras-Rodríguez, Lina; Medina-García, Marta; Molina-Ruiz, Enriqueta – Education Sciences, 2020
In this study we analyzed the primary teaching and training experiences that observe play as a didactic resource to facilitate learning, highlighting fundamental elements and characteristics. A descriptive analysis of the different programs and contents with respect to playful methodology proposed by the Ministry of Education of Andalusian…
Descriptors: Foreign Countries, Teacher Education Programs, Program Effectiveness, Play
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Chau, Lilian; Yuen, Mantak; Chan, Paul; Liu, Sylvia; Chan, Kit; Lee, Diana; Hsieh, Wu-Ying – British Journal of Guidance & Counselling, 2022
It is vital to foster children's ability to cooperate with others, communicate effectively, and exercise self-control. These competencies represent a set of transferrable skills required in many aspects of daily life and along any career path. In Hong Kong, a play-based training programme was launched to support parents to target these areas of…
Descriptors: Parent Education, Play, Interpersonal Competence, Foreign Countries
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Ziegler, Sonja M. T.; Morrier, Michael J. – Journal of Special Education, 2022
Unstructured activity periods are central components of early childhood education programs. Deficits in social communication and social interaction presented by children with autism spectrum disorder (ASD) become apparent in these settings during unstructured activities, such as outdoor recess. Thirty-two preschool-age children with and without…
Descriptors: Preschool Children, Autism, Pervasive Developmental Disorders, Interaction
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Jayman, Michelle; Ventouris, Annita – Educational & Child Psychology, 2020
Aim(s): Play contributes uniquely to effective learning and the development of children's socio-emotional skills. This study investigated "Book of Beasties": A school-based, socio-emotional intervention centred around a card game which aims to improve children's emotional literacy and wellbeing through playful learning. Exploratory…
Descriptors: Educational Games, Wellness, Elementary School Students, Foreign Countries
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Scoarize, Matheus Maximilian Ratz; Contieri, Beatriz Bosquê; Delanira-Santos, Driele; Zanco, Bárbara Furrigo; Benedito, Evanilde – International Research in Geographical and Environmental Education, 2022
Environmental education aims to change the perception of people about the environment. Primary education (four to eleven years old) is a fundamental stage in the development of children's conduct, so enhancing learning of the environment in which they live is essential for them to start recognizing nature as part of their life. We tested students'…
Descriptors: Foreign Countries, Environmental Education, Elementary School Students, Student Attitudes
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Martínez-López, Emilio J.; López-Serrano, Sebastián; De La Torre-Cruz, Manuel; Ruiz-Ariza, Alberto – Health Education Journal, 2022
Objective: The aim of this study was to analyse the effect of 8 weeks of Pokémon GO on physical fitness (cardiorespiratory fitness [CRF], Speed/Agility [S/A], and muscular strength [MS]) and fatness (body mass index [BMI], percentage of body fat [%BF], and waist-hip index), as well as possible differences between weekly physical activity (PA)…
Descriptors: Video Games, Computer Simulation, Geographic Information Systems, Exercise
Lu, Yuemei – ProQuest LLC, 2022
There is a consensus that individuals with Autism Spectrum Disorder (ASD) fall short of the recommended 60-minute daily moderate-to-vigorous physical activity (MVPA), and some experience motor delays and abnormalities. Yet ASD interventions focusing on addressing these challenges are insufficient in the existing literature. Research evidence…
Descriptors: Autism Spectrum Disorders, Physical Activity Level, Siblings, Psychomotor Skills
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Shiu, Shiou-Ping; Wang, Sze-Han; Chen, Yu-Jun – Early Child Development and Care, 2020
This study used a quasi-experimental design to test if a small scale intervention improved self-regulation with 94 kindergarten children in Taiwan. The purpose of this study was to draw on the theory of Vygotsky and examine activities that could fit into the class schedule without substantially changing the basic curriculum and would require…
Descriptors: Foreign Countries, Intervention, Self Control, Kindergarten
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Hung, Ocean Hoi-yeung; Ma, Joey Chung-yee – Journal of Intellectual Disabilities, 2021
This article introduces 'Ding Ding Lok' (DDL), a group game especially designed for persons affected by mild-to-moderate intellectual disability and explores its utility in rehabilitation service settings in Hong Kong. Reports from service staff who participated in the pilot project were analysed using thematic analysis. Two key questions were…
Descriptors: Rehabilitation Programs, Caseworkers, Psychologists, Facilitators (Individuals)
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