NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing all 14 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Hossein Kakejani; Alireza Farsi; Behrouz Abdoli; Hamidollah Hassanlouei – International Journal of Disability, Development and Education, 2025
The aim of the present study was to determine the effect of the game-based training program on fundamental movement skills (FMS) and working memory (WM) in male children with Down syndrome. Twenty-one children ages 9 to 11 years were assigned to either a Game-Based Training (GBT) or No-Training (NT) group. The GBT group participated in 12 sessions…
Descriptors: Preadolescents, Children, Game Based Learning, Psychomotor Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Subhashree Mohapatra; Rahul Mohandas – Health Education, 2025
Purpose: Since youngsters are being extensively engaged with digital devices these days, integrating digital technologies into food and nutrition education programs, stands out as a viable method. The current systematic review aimed to assess the available literature on the effectiveness of digital edutainment games on nutrition behavior of…
Descriptors: Game Based Learning, Nutrition Instruction, Health Behavior, Eating Habits
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Arboleya-García, Elena; Miralles, Laura – Education Sciences, 2022
Games are a proven tool for learning at all ages and in many contexts. They increase the attractiveness of learning processes through arousing interest and enhancing motivation, and aid with the development of social skills. Educational games provide teachers with different approaches to teaching. 'The Game of the Sea' is an interdisciplinary…
Descriptors: Educational Games, Marine Biology, Oceanography, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Macoun, Sarah J.; Schneider, Isabel; Bedir, Buse; Sheehan, John; Sung, Andrew – Journal of Autism and Developmental Disorders, 2021
This pilot study investigated the efficacy of a game-based cognitive training program ("Caribbean Quest"; CQ) for improving attention and executive function (EF) in school-aged children with Autism Spectrum Disorder (ASD). CQ is a 'serious game' that uses a hybrid process-specific/compensatory approach to remediate attention and EF…
Descriptors: Executive Function, Short Term Memory, Attention, Intervention
Peer reviewed Peer reviewed
Direct linkDirect link
Brennan, Attracta; McDonagh, Tara; Dempsey, Mary; McAvoy, John – IEEE Transactions on Learning Technologies, 2022
Studies show that reduced literacy skills can negatively influence a child's self-esteem and future career opportunities. Literacy is significantly affected when problems exist in understanding the phonological component or sound structure of language, i.e., phonological awareness. Children with dyslexia in particular experience difficulties in…
Descriptors: Dyslexia, Literacy, Intervention, Phonological Awareness
Peer reviewed Peer reviewed
Direct linkDirect link
Beaumont, Renae; Walker, Hugh; Weiss, Jonathan; Sofronoff, Kate – Journal of Autism and Developmental Disorders, 2021
Families often face financial and geographical barriers to services for children with autism. The current study explored the effectiveness of a parent-supported adaptation of the computer game-based social skills program Secret Agent Society (SAS). Seventy child-parent dyads were randomized to SAS (n = 35) or a caregiver-supported cognitive skills…
Descriptors: Video Games, Computer Games, Game Based Learning, Interpersonal Competence
Peer reviewed Peer reviewed
Direct linkDirect link
Ahmad, Faizan; Ahmed, Zeeshan; Muneeb, Sara – International Journal of Game-Based Learning, 2021
An improvement in cognitive performance through brain games play is implicit yet progressive. It is necessary to explore factors that potentially accelerate this improvement process. Like various other significant yet unexplored aspects, it is equally essential to establish a performative (fusion of accuracy and efficiency) insight about players'…
Descriptors: Game Based Learning, Brain, Cognitive Ability, Cognitive Processes
Macey Cartwright – ProQuest LLC, 2021
Math proficiency rates are strikingly low for children from high poverty communities. Therefore, it is urgent to find solutions that help them develop basic math skills. Given theoretical considerations about math learning, a potentially promising option is to target children's cognitive engagement. In this study, I investigate a program that was…
Descriptors: Cognitive Processes, Mathematics Skills, Mathematics Achievement, Low Achievement
Peer reviewed Peer reviewed
Direct linkDirect link
Johann, Verena E.; Karbach, Julia – Developmental Science, 2020
Several studies indicate that executive functions (EF), such as working memory (WM), inhibition or flexibility can be improved by training and that these training-related benefits in WM capacity generalize to reading and mathematical abilities. However, the results of these studies are inconsistent and most of them focused on WM training in…
Descriptors: Game Based Learning, Cognitive Ability, Academic Ability, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Medeiros, Pâmella; Felden, Érico Pereira Gomes; Zequinão, Marcela Almeida; Cordeiro, Paola Cidade; Dias de Freitas, Kamyla Thais; Libardoni dos Santos, João Otacilio; Cardoso, Fernando Luiz – International Journal of Game-Based Learning, 2020
The objective this article is to verify the effects of an intervention program with exergames on the motor performance of children aged 8 to 10 years. The study included 64 children divided into experimental group and physical education group. The motor intervention used in this study was an exergame program with 18 sessions lasting 45 minutes…
Descriptors: Exercise, Game Based Learning, Video Games, Program Effectiveness
Peer reviewed Peer reviewed
PDF on ERIC Download full text
López-Serrano, Sebastián; Ruiz-Ariza, Alberto; De La Torre-Cruz, Manuel; Martínez-López, Emilio J. – South African Journal of Education, 2021
Recent studies and reviews have shown the positive effects of exergames (EXs) on physical activity (PA) and fitness in children and adolescents. Nevertheless, their effects on cognition have been scarcely explored, and no previous review has focussed on this relationship. The purpose of the research reported on here was to analyse the acute and…
Descriptors: Children, Adolescents, Game Based Learning, Video Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Saman, Fadhlina Izzah; Shariff, Nor Fahira Mhd.; Nasaruddin, Nor Intan Shafini – Asian Journal of University Education, 2019
Hearing loss is a type of disability where people who suffer from it could not hear a sound or can only listen to a sound with certain levels. People with hearing loss use sign language to communicate with others and to help them in their learning process. For this study, an interview and survey were conducted with teachers and students from SK…
Descriptors: Hearing Impairments, Deafness, Sign Language, Language Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Turner, Jasmine S.; Taha, Karine; Ibrahim, Nisreen; Neijenhuijs, Koen I.; Hallak, Eyad; Radford, Kate; Stubbé-Alberts, Hester; de Hoop, Thomas; Jordans, Mark J. D.; Brown, Felicity L. – Journal on Education in Emergencies, 2022
Evaluations of education technology (ed tech) interventions in humanitarian settings are scarce. We present a proof-of-concept study of Can't Wait to Learn, a digital game-based learning program that combines an experiential, active learning design with meaningful, competency-appropriate, and contextually relevant content. We assessed the…
Descriptors: Out of School Youth, Game Based Learning, Symptoms (Individual Disorders), Mental Health
Winthrop, Rebecca; Ziegler, Lauren; Handa, Rhea; Fakoya, Foluyinka – Center for Universal Education at The Brookings Institution, 2019
Humans are born with the natural ability to gain skills through play. Children learn about social norms, roles and responsibilities, and language through curiosity-driven, playful interactions and activities. Learning through play harnesses the power of children's imagination and inspires active engagement with the material. The Center for…
Descriptors: Play, Academic Achievement, Educational Innovation, Student Centered Learning