Publication Date
In 2025 | 1 |
Since 2024 | 3 |
Descriptor
Computer Games | 3 |
Tablet Computers | 3 |
Foreign Countries | 2 |
Adolescents | 1 |
Computation | 1 |
Creativity | 1 |
Critical Thinking | 1 |
Digital Literacy | 1 |
Educational Technology | 1 |
Family Involvement | 1 |
Game Based Learning | 1 |
More ▼ |
Author
Claire Christensen | 1 |
Emily Relkin | 1 |
Erika Gaylor | 1 |
Habibah Ab Jalil | 1 |
Michail Kalogiannakis | 1 |
Naomi Hupert | 1 |
Pandora Dorouka | 1 |
Rahimah Jamaluddin | 1 |
Sarah Gerard | 1 |
Yanan Shen | 1 |
Publication Type
Reports - Research | 3 |
Journal Articles | 2 |
Education Level
Elementary Education | 2 |
Early Childhood Education | 1 |
Grade 2 | 1 |
Grade 8 | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Yanan Shen; Habibah Ab Jalil; Rahimah Jamaluddin – Educational Technology & Society, 2025
Digital gameplay and digital multimodal composition (DMC) are promising multimodal literacy practices. Nevertheless, research on their incorporation in literacy classrooms to foster students' multimodal literacy skills is lacking. This qualitative case study explored how two groups of Chinese adolescents used multimodal literacy in digital…
Descriptors: Foreign Countries, Adolescents, Multiple Literacies, Digital Literacy
Pandora Dorouka; Michail Kalogiannakis – International Journal of Science Education, 2024
Nanoscience and Nanotechnology (NST) education is at the forefront of an emerging interdisciplinary frontier, ready to address global challenges. In this context, our research adopts a distinctive approach--using software applications in digital games to introduce young children to NST concepts and analyse resulting learning outcomes. The…
Descriptors: Science Education, Grade 2, Technology Uses in Education, Educational Technology
Sarah Gerard; Emily Relkin; Claire Christensen; Naomi Hupert; Erika Gaylor – Society for Research on Educational Effectiveness, 2024
Background: Computational thinking (CT) is a way of thinking that helps children solve problems and complete tasks in more organized ways, using computer science skills. Prior research indicates that promoting CT skills in young children can support the acquisition of general problem solving (PS), executive function (EF), and social emotional…
Descriptors: Computation, Thinking Skills, Video Games, Computer Games