NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Type
Information Analyses12
Journal Articles12
Reports - Research9
Reports - Evaluative2
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 12 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Jingying Chen; Junlin Hu; Kun Zhang; Xiao Zeng; Yuhao Ma; Wenrui Lu; Kai Zhang; Guangshuai Wang – Interactive Learning Environments, 2024
Virtual reality (VR) technology has shown great potential on intervention of social skills for children with autism spectrum disorder (ASD). This review aimed to review the application of VR in current social skills intervention targeting autistic children and evaluate its effect. After searching and screening three databases, we found 20 papers…
Descriptors: Computer Simulation, Interpersonal Competence, Skill Development, Autism Spectrum Disorders
Peer reviewed Peer reviewed
Direct linkDirect link
Jiménez-Muñoz, Laura; Peñuelas-Calvo, Inmaculada; Calvo-Rivera, Pilar; Díaz-Oliván, Isaac; Moreno, Manon; Baca-García, Enrique; Porras-Segovia, Alejandro – Journal of Autism and Developmental Disorders, 2022
Video games are a promising area of intervention for children diagnosed with Autism Spectrum Disorders (ASD). However, reviews on this topic are scarce. This review on studies exploring video games for the treatment of ASD followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, and its protocol was registered in…
Descriptors: Video Games, Intervention, Children, Autism
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Moron, Victória Branca; Barbosa, Débora Nice Ferrari; Sanfelice, Gustavo Roese; Barbosa, Jorge Luis Victória; Leithardt, Daiana R. F.; Leithardt, Valderi Reis Quietinho – Education Sciences, 2022
Studies show that executive functions and motor development are associated with each other and with learning ability. A more technological lifestyle combined with digital culture should be considered a viable alternative to stimulate children's development. Therefore, this study aimed to present a systematic mapping of the literature involving…
Descriptors: Executive Function, Motor Development, Correlation, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
Peer reviewed Peer reviewed
Direct linkDirect link
Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Koh, Caroline – International Journal of Disability, Development and Education, 2022
This paper provides a qualitative meta-analysis of the literature on the use of serious games to assist learners with intellectual and developmental disabilities. It aims to identify the research trends and the possible directions for future research. The study begins with a preliminary online search and selection of a sample of articles to…
Descriptors: Educational Games, Students with Disabilities, Intellectual Disability, Learner Engagement
Peer reviewed Peer reviewed
PDF on ERIC Download full text
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
Peer reviewed Peer reviewed
Direct linkDirect link
Rodriguez Rocha, Norma Patricia; Kim, Hyekyeong – Health Education & Behavior, 2019
Background: An adequate intake of fruits and vegetables (FVI) has shown benefits for reduced risk of manifesting chronic diseases. Thus, development of effective interventions to promote FVI is paramount. Aim: To assess the effectiveness of eHealth interventions for FVI targeted to healthy population, in comparison with control groups, and…
Descriptors: Food, Nutrition, Eating Habits, Program Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Koutromanos, George; Avraamidou, Lucy – Educational Media International, 2014
Our purpose in this paper is to review studies that explored the impact of the use of mobile games in both formal and informal learning environments. Through a review of studies on mobile learning that have been published between 2000 and 2013, we aim to identify the ways in which researchers used mobile games in a variety of learning…
Descriptors: Literature Reviews, Telecommunications, Educational Technology, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Girard, C.; Ecalle, J.; Magnan, A. – Journal of Computer Assisted Learning, 2013
Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called "serious games (SGs)" that are flooding the educational games market. In this paper, the term "serious games" is used to refer to video games (VGs) intended to serve a useful purpose.…
Descriptors: Educational Games, Video Games, Meta Analysis, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Peng, Wei; Crouse, Julia C.; Lin, Jih-Hsuan – Health Education & Behavior, 2013
This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to…
Descriptors: Video Games, Physical Activity Level, Physical Activities, Intervention