Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 6 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
Journal of Educational… | 2 |
Educational Technology &… | 1 |
Interactive Learning… | 1 |
International Educational… | 1 |
Journal of Learning Analytics | 1 |
Language Learning & Technology | 1 |
Author
Hershkovitz, Arnon | 2 |
Chuang, Tsung-Yen | 1 |
Clarke-Midura, Jody | 1 |
Cohen, Anat | 1 |
Eguíluz, Andoni | 1 |
Garaizar, Pablo | 1 |
Guenaga, Mariluz | 1 |
Hou, Xinying | 1 |
Israel-Fishelson, Rotem | 1 |
James Laffey | 1 |
Joseph Griffin | 1 |
More ▼ |
Publication Type
Reports - Research | 7 |
Journal Articles | 6 |
Tests/Questionnaires | 2 |
Speeches/Meeting Papers | 1 |
Education Level
Elementary Education | 7 |
Intermediate Grades | 7 |
Middle Schools | 7 |
Grade 6 | 6 |
Junior High Schools | 4 |
Secondary Education | 4 |
Grade 5 | 2 |
Grade 7 | 1 |
Grade 8 | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Torrance Tests of Creative… | 1 |
What Works Clearinghouse Rating
Wenyi Lu; Joseph Griffin; Troy D. Sadler; James Laffey; Sean P. Goggins – Journal of Learning Analytics, 2025
Game-based learning (GBL) is increasingly recognized as an effective tool for teaching diverse skills, particularly in science education, due to its interactive, engaging, and motivational qualities, along with timely assessments and intelligent feedback. However, more empirical studies are needed to facilitate its wider application in school…
Descriptors: Game Based Learning, Predictor Variables, Evaluation Methods, Educational Games
Hershkovitz, Arnon; Tabach, Michal; Cohen, Anat – Journal of Educational Computing Research, 2022
In a large-scale quantitative study that adopted a learning analytics approach, we searched for associations between students' activity in a game-based online mathematics learning environment and their mathematics achievements on a national standardized test. Students were active in the environment throughout the school year, and particularly…
Descriptors: Electronic Learning, Learning Activities, Mathematics Achievement, Elementary School Students
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
Chuang, Tsung-Yen; Yeh, Martin K.-C.; Lin, Yu-Lun – Educational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate…
Descriptors: Game Based Learning, Video Games, Computer Games, Puzzles
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
Israel-Fishelson, Rotem; Hershkovitz, Arnon; Eguíluz, Andoni; Garaizar, Pablo; Guenaga, Mariluz – Journal of Educational Computing Research, 2021
Creativity and Computational Thinking (CT) have been both extensively researched in recent years. However, the associations between them are still not fully understood despite their recognition as essential competencies for the digital age. This study looks to bridge this gap by examining the association between CT and two types of creativity,…
Descriptors: Learning Analytics, Correlation, Creativity, Creative Thinking
Nguyen, Huy Anh; Hou, Xinying; Stamper, John; McLaren, Bruce M. – International Educational Data Mining Society, 2020
A challenge in digital learning games is assessing students' learning behaviors, which are often intertwined with game behaviors. How do we know whether students have learned enough or needed more practice at the end of their game play? To answer this question, we performed post hoc analyses on a prior study of the game "Decimal Point,"…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness