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Ibrahim Bozan; Erdal Taslidere – Education and Information Technologies, 2025
Coding and digital game design activities have been used in recent years to contribute to students' academic achievement and twenty-first century skills. This study aimed to investigate the effect of the 5E model enriched with coding and digital game design activities (5EECD) on gifted students' academic achievement and problem-solving skills. A…
Descriptors: Models, Coding, Computer Games, Educational Games
Kara, Ersin; Cagiltay, Kursat – Educational Technology & Society, 2023
This paper reports on the design and development of educational games and materials that utilize affordable e-textile technology. The researchers employed a design-based approach whereby preschool children used three e-textile materials in two cycles to inform on the development of interactive materials from ordinary objects and bodily interactive…
Descriptors: Educational Games, Design, Educational Technology, Preschool Children
Patricia S. Moyer-Packenham; Christina W. Lommatsch; Kristy Litster; M. Jill Harmon; Allison Roxburgh – Journal of Computers in Mathematics and Science Teaching, 2023
This paper reports on a large clinical study with 193 children (Grades 3-6) who interacted with 12 digital math games during clinical interviews. Children completed a pretest, interacted with the digital math games, completed a posttest, and answered questions about their interactions with the games. During the interviews, researchers used two…
Descriptors: Educational Games, Mathematics Instruction, Interaction, Program Effectiveness
Tang, Joni Tzuchen; Nine, Wei Tung; Wang, Yi Chen – Education and Information Technologies, 2023
Children always have a natural inclination to play, so the purpose of game-based learning is to establish a way for children to acquire knowledge while playing. This study is to discover the relationship between children's play preferences and learning performances toward a mathematics mobile game we designed. The tablet game we designed,…
Descriptors: Preschool Education, Preschool Children, Mathematics Education, Game Based Learning
Mertala, Pekka; Meriläinen, Mikko – Global Studies of Childhood, 2019
Although digital games have become a constituent part of young children's lives, not enough is known about the kinds of meanings children give to games and gaming. This qualitative study contributes to resolving this need by engaging 26 5- to 7-year-old Finnish preschoolers in an open-ended drawing task to answer the following research questions:…
Descriptors: Children, Computer Games, Foreign Countries, Freehand Drawing
Callaghan, Melissa N.; Reich, Stephanie M. – International Journal of Mobile and Blended Learning, 2020
Preschool-aged learners process information differently from older individuals, making it critical to design digital educational games that are tailored to capitalize on young children's learning capabilities. This in-depth literature synthesis connects features of digital educational game design--including visuals, feedback, scaffolding…
Descriptors: Preschool Children, Developmentally Appropriate Practices, Educational Games, Design
Thompson, Pamela – New England Journal of Higher Education, 2019
Thomas College is leading the field of teacher preparation through the design of its three-year programs in Education, which are now being offered across our suite of early childhood, elementary and secondary programs. Students can earn a teaching degree and be recommended for certification in three years. There is a need for practical answers to…
Descriptors: Teacher Education Programs, Preservice Teachers, Educational Facilities, Educational Innovation
Vungthong, Sompatu – rEFLections, 2018
The 21st century marks the digital era which is characterised by advanced technology and witnesses the increasing use of visual design in the realm of education. Despite various studies addressing the roles of visual design, there is still limited understanding of its roles in electronic educational materials, especially for language learning and…
Descriptors: Visual Aids, Design, English (Second Language), Second Language Learning
Newton, Kristie J.; Leonard, Jacqueline; Buss, Alan; Wright, Christopher G.; Barnes-Johnson, Joy – Journal of Research on Technology in Education, 2020
This mixed methods study examined how engagement in robotics and game design influenced students' self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students' self-efficacy scores on…
Descriptors: Robotics, STEM Education, Self Efficacy, Student Attitudes
Cyr, Stéphane; Charland, Patrick; Riopel, Martin; Bruyère, Marie-Hélène – Journal of Computers in Mathematics and Science Teaching, 2019
Serious video games (SVGs) are increasingly used as supplementary teaching tools for mathematics education. Several studies report their positive impact on student learning. However, these impacts are variable, and the success of the tools cannot be generalized or extended to all settings or disciplines without an in-depth look at the games…
Descriptors: Foreign Countries, Video Games, Design, Models
Morales, Grace; Sensevy, Gérard; Forest, Dominique – Educational Action Research, 2017
In this article we focus on "cooperative engineering", in which teachers and researchers co-design didactic sequences. In the first part of the article, we present cooperative engineering by describing some of the main principles on which it is grounded. The second part is dedicated to a case study, which enables us to illustrate some…
Descriptors: Kindergarten, Cooperative Learning, Cooperation, Engineering
Jenson, Jennifer; de Castell, Suzanne; Muehrer, Rachel; McLaughlin-Jenkins, Erin – Canadian Journal of Learning and Technology, 2016
There is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012). This paper documents the iterative design and development of an educationally focused game,…
Descriptors: Teaching Methods, Video Games, Handheld Devices, Educational Technology
Sancar Tokmak, Hatice – Asia-Pacific Journal of Teacher Education, 2015
This qualitative case study aimed to investigate Early Childhood Education (ECE) pre-service teachers' perception of development in their technological, pedagogical, content knowledge (TPACK) after designing educational computer games for young children. Participants included 21 ECE pre-service teachers enrolled in the course Instructional…
Descriptors: Qualitative Research, Case Studies, Early Childhood Education, Preservice Teachers
Sancar Tokmak, Hatice; Ozgelen, Sinan – Educational Sciences: Theory and Practice, 2013
This case study aimed to examine early childhood education (ECE) pre-service teachers' perception on the factors affecting integration of educational computer games to their instruction in two areas: selecting and redesigning. Twenty-six ECE pre-service teachers participated in the study. The data was collected through open-ended questionnaires,…
Descriptors: Foreign Countries, Early Childhood Education, Preservice Teachers, Student Attitudes
Smith, Carmen Petrick; King, Barbara; González, Diana – Teaching Children Mathematics, 2015
There is a growing need for STEAM-based (Science, Technology, Engineering, Arts, and Mathematics) knowledge and skills across a wide range of professions (Brazell 2013). Yet students often fail to see the usefulness of mathematics beyond the classroom (Kloosterman, Raymond, and Emenaker 1996), and they do not regularly make connections between…
Descriptors: STEM Education, Art Education, Mathematics, Mathematical Concepts
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