Publication Date
In 2025 | 3 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Adolescents | 5 |
Game Based Learning | 5 |
Children | 4 |
Educational Games | 3 |
Program Effectiveness | 3 |
Academic Achievement | 2 |
Cognitive Development | 2 |
Computer Games | 2 |
Eating Habits | 2 |
Educational Research | 2 |
Health Behavior | 2 |
More ▼ |
Source
Autism: The International… | 1 |
Health Education | 1 |
Review of Education | 1 |
Scandinavian Journal of… | 1 |
South African Journal of… | 1 |
Author
Almeida, A. | 1 |
Barros, A. | 1 |
Christian Ryan | 1 |
Conor Linehan | 1 |
Costa, A. M. | 1 |
De La Torre-Cruz, Manuel | 1 |
Deirdre Butler | 1 |
Eadaoin J. Slattery | 1 |
Kevin Marshall | 1 |
Leitão, J. C. | 1 |
López-Serrano, Sebastián | 1 |
More ▼ |
Publication Type
Information Analyses | 5 |
Journal Articles | 5 |
Reports - Research | 4 |
Education Level
Elementary Secondary Education | 1 |
Audience
Location
Spain | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Subhashree Mohapatra; Rahul Mohandas – Health Education, 2025
Purpose: Since youngsters are being extensively engaged with digital devices these days, integrating digital technologies into food and nutrition education programs, stands out as a viable method. The current systematic review aimed to assess the available literature on the effectiveness of digital edutainment games on nutrition behavior of…
Descriptors: Game Based Learning, Nutrition Instruction, Health Behavior, Eating Habits
Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
Eadaoin J. Slattery; Paula Lehane; Deirdre Butler; Michael O'Leary; Kevin Marshall – Review of Education, 2025
Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Children
Tallon, J. M.; Saavedra Dias, R.; Costa, A. M.; Leitão, J. C.; Barros, A.; Rodrigues, V.; Monteiro, M. J.; Almeida, A.; Narciso, J.; Silva, A. J. – Scandinavian Journal of Educational Research, 2021
This study aimed to summarize the evidence of the impact of school-based nutrition education programs that incorporate technology on the acquisition of nutrition-related knowledge and behavior change of adolescents. Literature searches were conducted using Cochrane Library, Pubmed, Scopus, Science Direct, and Web of Science databases. Studies…
Descriptors: Influence of Technology, Technology Integration, Electronic Learning, Video Technology
López-Serrano, Sebastián; Ruiz-Ariza, Alberto; De La Torre-Cruz, Manuel; Martínez-López, Emilio J. – South African Journal of Education, 2021
Recent studies and reviews have shown the positive effects of exergames (EXs) on physical activity (PA) and fitness in children and adolescents. Nevertheless, their effects on cognition have been scarcely explored, and no previous review has focussed on this relationship. The purpose of the research reported on here was to analyse the acute and…
Descriptors: Children, Adolescents, Game Based Learning, Video Games