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Mikail, Tel – Educational Research and Reviews, 2015
In this study, the opinions of the secondary school students on digital games were examined. The research is a screening model research and has a descriptive feature. It was carried out with 521 secondary school students in Elazig (a province in eastern part of Turkey) [MSS1] in 2013. Almost all of the participants use computer. More than half of…
Descriptors: Foreign Countries, Secondary School Students, Video Games, Habit Formation
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Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2017
This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…
Descriptors: Computer Uses in Education, Gender Differences, Age Differences, Instructional Effectiveness
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Pitura, Joanna; Chmielarz, Dagmara – Teaching English with Technology, 2017
Upper-secondary school students must prepare for adult life, which--among others--entails acquiring relevant skills and discovering their own potential. Efforts at European and national levels have been made to ensure that students gain the competences, the so-called key competences, which facilitate functioning in the modern world. However, in…
Descriptors: Cartoons, Biology, Science Instruction, Language of Instruction
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Edwards, Susan; Henderson, Michael; Gronn, Donna; Scott, Anne; Mirkhil, Moska – Technology, Pedagogy and Education, 2017
A digital disconnect perspective is founded on an assumption that technology use in the home is frequent, creative and generative, and that technology use in the early childhood centre should be the same as that found in the home. However, such arguments divert our attention from understanding the nature of the setting and thereby from an…
Descriptors: Young Children, Early Childhood Education, Environmental Influences, Computer Use
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Franciosi, Stephan J. – Educational Technology & Society, 2017
In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…
Descriptors: Computer Games, Writing (Composition), Second Language Learning, Second Language Instruction
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Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
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van der Ven, Sanne H. G.; Klaiber, Jonathan D.; van der Maas, Han L. J. – Educational Psychology, 2017
Writing down spoken number words (transcoding) is an ability that is predictive of math performance and related to working memory ability. We analysed these relationships in a large sample of over 25,000 children, from kindergarten to the end of primary school, who solved transcoding items with a computer adaptive system. Furthermore, we…
Descriptors: Short Term Memory, Foreign Countries, Mathematics, Mathematics Instruction
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Sigmund Tobias came to the United States in 1948, after his family had fled to China from the Holocaust in Europe. His Memoir ("Strange Haven: A Jewish Childhood in Wartime Shanghai") describes that part of his life. He settled in New York, where he completed his B.A. and M.S. in School Psychology from the City College of New York, and a…
Descriptors: Educational Technology, Interviews, Leaders, Computer Games
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Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S. – Review of Educational Research, 2016
In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust…
Descriptors: Educational Games, Computer Games, Meta Analysis, Multiple Regression Analysis
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Mostowfi, Sara; Mamaghani, Nasser Koleini; Khorramar, Mehdi – International Journal of Environmental and Science Education, 2016
Due to a progressive deterioration of our planet and its resources, environmental education has become important and children are required to understand environmental issues at an early ages. So, they can cultivate the positive changes in the future. Over the past decade, many new evaluation methods have developed for evaluating user experience…
Descriptors: Instructional Design, Play, Educational Games, Elementary School Students
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An, Yun-Jo – Educational Technology Research and Development, 2016
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Descriptors: Case Studies, Educational Games, Computer Games, Design
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Bassok, Daphna; Finch, Jenna E.; Lee, RaeHyuck; Reardon, Sean F.; Waldfogel, Jane – AERA Open, 2016
This study compares the early life experiences of kindergarteners in 1998 and 2010 using two nationally representative data sets. We find that (a) young children in the later period are exposed to more books and reading in the home, (b) they have more access to educational games on computers, and (c) they engage with their parents more, inside and…
Descriptors: Early Childhood Education, Kindergarten, Preschool Children, Experience
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Grimshaw, Jennica; Cardoso, Walcir; Waddington, David – Research-publishing.net, 2016
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…
Descriptors: Second Language Instruction, Teaching Methods, Computer Assisted Instruction, Computer Games
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Squire, Kurt D. – Performance Improvement Quarterly, 2013
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Educational Technology, Models, Video Games, Problem Solving
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Clark, Douglas B.; Sengupta, Pratim; Brady, Corey E.; Martinez-Garza, Mario M.; Killingsworth, Stephen S. – International Journal of STEM Education, 2015
Background: In this paper, we investigate the relationship between theory and design in the context of creating digital games to support children's development of scientific expertise. Synthesis: Theoretically, we consider two frameworks--Knowledge in Pieces (or KiP) and Science as Practice (or SaP). While KiP is a theory about the structure of…
Descriptors: Educational Games, Video Games, Computer Games, Science Education
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