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Nadolski, Rob J.; Hummel, Hans G. K. – British Journal of Educational Technology, 2017
Although the importance of cognitive feedback in digital serious games (DSG) is undisputed, we are facing some major design challenges. First of all, we do not know to which extend existing research guidelines apply when we stand the risk of cognitive feedback distorting the delicate balance between learning and playing. Unobtrusive cognitive…
Descriptors: Feedback (Response), Progress Monitoring, Educational Games, Computer Games
Cacchione, Annamaria; Procter-Legg, Emma; Petersen, Sobah Abbas – International Association for Development of the Information Society, 2017
The Augmented Reality Game, Pokemon Go, took the world by storm in the summer of 2016. City landscapes were decorated with amusing, colourful objects called Pokemon, and the holiday activities were enhanced by catching these wonderful creatures. In light of this, it is inevitable for mobile language learning researchers to reflect on the impact of…
Descriptors: Computer Games, Handheld Devices, Electronic Learning, Language Acquisition
Priyadi, Ahmad; Kuswanto, Heru – Journal of Technology and Science Education, 2023
This research aims to: (1) develop a feasible Android-based comic media of Gajah Mungkur Dam, and (2) reveal the effectiveness of the developed comic media in improving mathematical representation and critical thinking abilities on the materials of work and energy. The research subjects are senior high school students, consisting of 262 students…
Descriptors: High School Seniors, Cartoons, Computer Games, Mathematics Instruction
Altinbas, Mehmet Emre – Language Teaching Research Quarterly, 2023
Following Richards's (2015) ideas of using movie clips, videos, and games as valuable technological tools for language learning, the present study was conducted to investigate the effectiveness of using novel extracts and computer game cutscenes based on the same story to develop the vocabulary knowledge of English as a foreign language (EFL)…
Descriptors: Second Language Learning, Second Language Instruction, Vocabulary Development, Comparative Analysis
Carey, Alexis; Povey, Rachel; Taylor, Jennifer – Preventing School Failure, 2023
Early school leaving (ESL) is considered a significant societal issue globally due to the negative effect on young people's health, affect, and quality of life. Continued absenteeism is a risk factor for ESL. This study aimed to explore Irish children's health and wellbeing experiences during school closures due to the COVID-19 pandemic. These…
Descriptors: Foreign Countries, Elementary School Students, COVID-19, Pandemics
Brevik, Lisbeth M.; Holm, Thea – ELT Journal, 2023
Connecting informal and formal language teaching and learning has gained prominence as a way to understand language development among teenagers, but questions remain regarding its application in L2 contexts. This study investigates the significance of such connections in two L2 English classes taught by the same teacher, where students were…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Informal Education
Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
Rita Rodrigues; Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2023
Mobile devices, augmented reality (AR), and outdoor games can be mobilized to promote Education for Sustainable Development and, thus, to sensitize to nature conservation. The EduCITY project combines mobile learning, AR, and environmental sensors towards sustainability education and creates opportunities for citizens to contribute to their city's…
Descriptors: Sustainable Development, Environmental Education, Educational Opportunities, Urban Areas
Haifa Alroqi; Ludovica Serratrice; Thea Cameron-Faulkner – Journal of Child Language, 2023
This study investigates the influence of the quantity, content, and context of screen media use on the language development of 85 Saudi children aged 1 to 3 years. Surveys and weekly event-based diaries were employed to track children's screen use patterns. Language development was assessed using JISH Arabic Communicative Development Inventory…
Descriptors: Foreign Countries, Toddlers, Mass Media Use, Television Viewing
Frick, Aurélien; Brandimonte, Maria A.; Chevalier, Nicolas – Developmental Psychology, 2019
Emerging cognitive control supports increasingly efficient goal-directed behaviors. With age, children are increasingly expected to decide autonomously and with little external aid which goals to attain. However, little is known about how children engage cognitive control in such a self-directed fashion. The present study examined self-directed…
Descriptors: Cognitive Processes, Goal Orientation, Personal Autonomy, Age Differences
Elimelech, Adi; Aram, Dorit – AERA Open, 2019
We constructed a computer game to support preschoolers' early word spelling without an adult's assistance. The study explored the relative influence of auditory and visual digital supports on children's performance. Participants were 96 preschoolers who were randomly assigned into one of three groups: no support, auditory only support, or auditory…
Descriptors: Spelling, Auditory Stimuli, Visual Stimuli, Preschool Children
Alkan, Ayse; Mertol, Hüseyin – International Journal of Evaluation and Research in Education, 2019
The rapidly developing information technologies of our age offer new opportunities in every aspect of our lives. The use of information technologies in educational environments is an important element in creating enriched learning environments. Educational digital games used in teaching-learning environments help students to develop motivation,…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Games
Tas, Ibrahim – Eurasian Journal of Educational Research, 2019
Purpose: The purpose of this research was to investigate the pattern of relationship between attachment styles, gaming addiction and empathy among adolescents. Research Methods: The correlational survey method was used herein. In order to explain the pattern of relationship between the variables, a theoretical model based on the literature was…
Descriptors: Correlation, Attachment Behavior, Empathy, Adolescents
Makarova, Elena Aleksandrovna; Makarova, Elena Lvovna – International Electronic Journal of Elementary Education, 2019
This article discusses the impact of online games on children's lives by violence imposing and manipulation. Online gaming features are highlighted and statistic data are presented based on surveys of Russian teenagers who have been victims of online violence. The research goals are to study reasons for cybervictimization and psychological factors…
Descriptors: Computer Games, Violence, Adolescents, Victims
Wang, Chung-Hsiang; Wu, Ko-Chiu; Tsau, Saiau-Yue – Journal of Educational Computing Research, 2019
The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the…
Descriptors: Instructional Design, Educational Games, Marketing, Environmental Education

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