Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 5 |
| Since 2007 (last 20 years) | 5 |
Descriptor
Source
| British Journal of… | 1 |
| English Teaching: Practice… | 1 |
| IGI Global | 1 |
| International Association for… | 1 |
| Language Learning Journal | 1 |
Author
| Benton, Laura | 1 |
| Costa, Flávio | 1 |
| Curwood, Jen Scott | 1 |
| Escudeiro, Paula | 1 |
| Galasso, Bruno | 1 |
| Gauthier, Andrea | 1 |
| Gilabert, Roger | 1 |
| Haas, Leslie, Ed. | 1 |
| Ibrahim, Seray | 1 |
| Joye, Nelly | 1 |
| Neto, Nuno | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
| Books | 1 |
| Collected Works - General | 1 |
| Reports - Descriptive | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
| Elementary Education | 3 |
| Early Childhood Education | 1 |
| Elementary Secondary Education | 1 |
| Grade 10 | 1 |
| High Schools | 1 |
| Higher Education | 1 |
| Postsecondary Education | 1 |
| Preschool Education | 1 |
| Secondary Education | 1 |
Audience
| Researchers | 1 |
| Students | 1 |
| Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
| Test of Word Reading… | 1 |
What Works Clearinghouse Rating
Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
Benton, Laura; Joye, Nelly; Sumner, Emma; Gauthier, Andrea; Ibrahim, Seray; Vasalou, Asimina – British Journal of Educational Technology, 2023
Digital literacy games can be beneficial for children with reading difficulties as a supplement to classroom instruction and an important feature of these games are the instructional supports, such as feedback. To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge. However, there is limited…
Descriptors: Elementary School Students, Reading Difficulties, Game Based Learning, Literacy Education
Pattemore, Matthew; Gilabert, Roger – Language Learning Journal, 2023
This study investigates the provision of two types of auditory elaborative automated digital feedback (metalinguistic and informational) in the context of a digital game for reading skills development in English as a foreign language. Nineteen 11-year-old Spanish-Catalan school children played through two digital minigames while their…
Descriptors: Eye Movements, Spanish, Romance Languages, English (Second Language)
Escudeiro, Paula; Teixeira, Dirceu; Galasso, Bruno; Neto, Nuno; Costa, Flávio – International Association for Development of the Information Society, 2019
Serious games have a great potential to help people developing new skills or improving previously existing ones. Deaf and blind community face considerable challenges and difficulties regarding to the acquisition of skills in literacy. The design of serious games to meet the needs of the target groups where the deaf and blind people are struggling…
Descriptors: Skill Development, Game Based Learning, Deafness, Blindness
Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games

Peer reviewed
Direct link
