Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 8 |
Descriptor
Computer Games | 8 |
Learning Processes | 8 |
Grade 6 | 7 |
Educational Games | 5 |
Game Based Learning | 5 |
Elementary School Students | 4 |
Foreign Countries | 4 |
Middle School Students | 4 |
Interaction | 3 |
Problem Solving | 3 |
Student Behavior | 3 |
More ▼ |
Source
Educational Technology &… | 2 |
Interactive Learning… | 2 |
British Journal of… | 1 |
International Educational… | 1 |
Journal of Research and… | 1 |
Language Learning & Technology | 1 |
Author
Chen, Chih-Hung | 1 |
Chen, Nian-Shing | 1 |
Cheng, I-Ling | 1 |
Cheng, Ya-Wen | 1 |
Clarke-Midura, Jody | 1 |
Gök, Mustafa | 1 |
Hou, Huei-Tse | 1 |
Hsieh, Ya-Hui | 1 |
Hwang, Gwo-Jen | 1 |
Inan, Mevlüt | 1 |
Li, Chenglu | 1 |
More ▼ |
Publication Type
Reports - Research | 8 |
Journal Articles | 7 |
Speeches/Meeting Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 8 |
Grade 6 | 8 |
Intermediate Grades | 8 |
Middle Schools | 8 |
Junior High Schools | 4 |
Secondary Education | 4 |
Grade 4 | 2 |
Grade 5 | 2 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Primary Education | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Yeh, Yu-chu; Ting, Yu-Shan – British Journal of Educational Psychology, 2023
Background: Creativity is an important ability for problem-solving in both personal life and academic learning. Few creativity studies have investigated the development of children's creativity in disadvantaged rural areas or compared the rural-urban differences through digital game-based creativity learning. Understanding such differences can…
Descriptors: Elementary School Students, Grade 3, Grade 4, Grade 5
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
Nguyen, Huy; Wang, Yeyu; Stamper, John; McLaren, Bruce M. – International Educational Data Mining Society, 2019
Knowledge components (KCs) define the underlying skill model of intelligent educational software, and they are critical to understanding and improving the efficacy of learning technology. In this research, we show how learning curve analysis is used to fit a KC model--one that was created after use of the learning technology--which can then be…
Descriptors: Middle School Students, Knowledge Representation, Models, Computer Games
Gök, Mustafa; Inan, Mevlüt – Journal of Research and Advances in Mathematics Education, 2021
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically describes the process of 6th-grade students' experiences of a digital game-based learning…
Descriptors: Game Based Learning, Mathematics Instruction, Mathematical Concepts, Concept Formation
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Educational Technology & Society, 2015
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Descriptors: Elementary School Students, Learner Engagement, Educational Games, Teaching Methods