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Lentz, C. Lorelle; Seo, Kay Kyeong-Ju; Gruner, Bridget – Dimensions of Early Childhood, 2014
The conversation about young children and their use of technology has dramatically changed over the past ten years in the early childhood education community and in the general public. It appears the debate has moved forward from the question posed by Vail (2001) in her article titled, "How Young Is Too Young? When It Comes to Computer Use,…
Descriptors: Technology Uses in Education, Preschool Children, Preschool Education, Emergent Literacy
Alexander, Curby – Computers in the Schools, 2014
In this study, student engagement during classroom activities was investigated where sixth graders created digital media projects using historical images. The study employed a qualitative design involving observations, student artifacts, and interviews while students were creating digital storyboards using a Web-based application developed for…
Descriptors: Middle School Students, Grade 6, Learner Engagement, Production Techniques
Lee, Chun-Yi; Chen, Ming-Jang; Chang, Wen-Long – EURASIA Journal of Mathematics, Science & Technology Education, 2014
The aim of this study is to investigate the effects of solution methods and question prompts on generalization and justification of non-routine problem solving for Grade 9 students. The learning activities are based on the context of the frog jumping game. In addition, related computer tools were used to support generalization and justification of…
Descriptors: Mathematics Instruction, Problem Solving, Computer Games, Educational Technology
Nikken, Peter; Jansz, Jeroen – Learning, Media and Technology, 2014
With children using digital media at ever younger ages, media-education becomes a pressing issue for parents. As there is hardly any research on how parents guide the online activities of toddlers and young children an internet-survey was held among 792 Dutch parents of children aged between 2 and 12 years. Factor analysis revealed that for the…
Descriptors: Foreign Countries, Online Surveys, Parents, Young Children
Wu, Chia-Jung; Chen, Gwo-Dong; Huang, Chi-Wen – Educational Technology Research and Development, 2014
EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Games
Kee, Ch'ng Lay; Samsudin, Zarina – Turkish Online Journal of Educational Technology - TOJET, 2014
Learning is interwoven in daily life and so it can be take place at anytime and anywhere by using mobile device. In the 21st century, mobile devices have become ubiquitous, affordable and accessible for the teenagers. The teenagers have the opportunity to perform the learning activities by using the mobile devices. However, what are they used…
Descriptors: Foreign Countries, Handheld Devices, Adolescents, Learning Activities
Digital Games and Assistive Technology: Improvement of Communication of Children with Cerebral Palsy
Ferreira, Maria Inês Jesus; Travassos, Xisto Lucas; Sampaio, Renelson; Pereira-Guizzo, Camila de Sousa – International Journal of Special Education, 2013
This paper aims to analyze the frequency of occurrence of different forms of communication in nonspeaking children during activities with digital games. The participants in this study were three children with multiple disabilities, whose limitations were due to cerebral palsy. All the children had severe oral communication disabilities. Three…
Descriptors: Interpersonal Communication, Nonverbal Communication, Children, Cerebral Palsy
Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria – Computers & Education, 2013
In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…
Descriptors: Computer Interfaces, Handheld Devices, Educational Games, Computer Games
Colwell, Jamie; Hutchison, Amy C. – Journal of Digital Learning in Teacher Education, 2015
A systematic review of relevant literature was conducted to provide a source of information and practical guidelines for teachers and teacher educators to consider instructional methods for using digital tools in elementary language arts classrooms to promote literacy. Focal studies are highlighted to provide rich descriptions of practical uses…
Descriptors: Technology Uses in Education, Educational Technology, Language Arts, Teaching Methods
Salam, Abdus; Hossain, Anwar; Rahman, Shahidur – Malaysian Online Journal of Educational Technology, 2015
Games-based learning has captured the interest of educationists and industrialists who seek to reveal the characteristics of computer games as perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning, there is a dearth of studies on the context of gaming and education…
Descriptors: Educational Games, Teaching Methods, Mathematics Instruction, Secondary School Mathematics
Richards, Jack C. – RELC Journal: A Journal of Language Teaching and Research, 2015
There are two important dimensions to successful second language learning: what goes on inside the classroom and what goes on outside of the classroom. While language teaching has always been seen as a preparation for out-of-class uses of language, much of the focus in language teaching in the past has typically been on classroom-based language…
Descriptors: Second Language Learning, Literacy, Second Language Instruction, Teacher Education
Lampridis, Efthymios – Universal Journal of Educational Research, 2015
The present study investigates stereotypical beliefs about cyber bullying in terms of myths, a well applied concept in the study of beliefs concerning sexual aggression. The level of acceptance of cyber bullying myths (low vs. high) and the relation of myth acceptance to a number of demographic variables such as gender, field of studies, frequency…
Descriptors: Stereotypes, Internet, Bullying, Beliefs
Alloway, Tracy Packiam; Elsworth, Miquela; Miley, Neal; Seckinger, Sean – Gifted Education International, 2016
This pilot study investigated how engagement with computer games and TV exposure may affect behaviors of gifted students. We also compared behavioral and cognitive profiles of twice-exceptional students and children with Attention Deficit/Hyperactivity Disorder (ADHD). Gifted students were divided into those with behavioral problems and those…
Descriptors: Computer Use, Behavior Problems, Children, Disabilities
Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction

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