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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
Vanbecelaere, Stefanie; Van den Berghe, Katrien; Cornillie, Frederik; Sasanguie, Delphine; Reynvoet, Bert; Depaepe, Fien – Journal of Computer Assisted Learning, 2020
For the training of academic skills, digital educational games with integrated adaptivity are promising. Adaptive games are considered superior to non-adaptive games, because they constantly assess children's performance, and accordingly adapt the difficulty of the tasks corresponding to the children's individual level. However, empirical evidence…
Descriptors: Educational Games, Computer Games, Adaptive Testing, Kindergarten
Tucker, Stephen I.; Johnson, Teri Nicole – AERA Online Paper Repository, 2020
Number sense is the foundation of arithmetic and algebra, yet relatively little research has deeply investigated what children do as they develop number sense. This case study provides insights into that development as it occurred during interactions with a multi-touch mathematics digital game, including conceptually congruent gestures. Findings…
Descriptors: Numbers, Computer Games, Cognitive Development, Preschool Children
Homer, Bruce D.; Ober, Teresa M.; Rose, Maya C.; MacNamara, Andrew; Mayer, Richard E.; Plass, Jan L. – Mind, Brain, and Education, 2019
Adolescence is a period of rapid cognitive change, including an initial increase in speed of cognitive processing and a more gradual increase in efficiency of cognitive processing. This study examined how neurophysiological changes associated with adolescent development can inform the design of game-based executive function (EF) training. Two…
Descriptors: Accuracy, Computer Games, Cognitive Development, Cognitive Processes
Tsikinas, Stavros; Xinogalos, Stelios – Journal of Computer Assisted Learning, 2019
This study examines the available literature on the effects of serious games on people with intellectual disabilities or autism spectrum disorder. The studies were categorized based on the limitations in skills that these people address. Fifty-four studies were selected, from different data sources. These studies address limitations in…
Descriptors: Autism, Pervasive Developmental Disorders, Intellectual Disability, Teaching Methods
Namli, Sevinç; Demir, Gönül Tekkursun – Turkish Online Journal of Educational Technology - TOJET, 2020
The fact that the passion for digital gaming, which brings a sedentary lifestyle, replaces traditional games requiring exercise and physical education also has a negative impact on the health of children and adolescents. In this study, it was aimed to examine and evaluate high school students' attitudes towards digital gaming and sports by certain…
Descriptors: Athletics, Computer Games, Correlation, High School Students
Chuechote, Suparat; Nokkaew, Artorn; Phongsasithorn, Apichat; Laosinchai, Parames – Contemporary Educational Technology, 2020
Sorting is a fundamental computing concept. As for today, it is taught at the secondary school level. However, this kind of algorithm is an obstacle for some students due to its high level of abstraction. To prevent discouragement as well as to incorporate a fun and challenging algorithmic task, a novel tablet-based digital game,…
Descriptors: Thinking Skills, Computer Games, Game Based Learning, High School Students
Choosri, Noppon; Pookao, Chompoonut – International Association for Development of the Information Society, 2017
The intervention for cognitive language development is required to conduct at the young ages. As children usually gain the skill through their plays, this study proposed a physical interactive game to help children improve their language skill in both Thai and English language for pre-schooler. The motivation of this research is to create a game…
Descriptors: Foreign Countries, Cognitive Development, Language Skills, Preschool Children
Jamie J. Jirout; Sierra Eisen; Zoe S. Robertson; Tanya M. Evans – Grantee Submission, 2022
Play is a powerful influence on children's learning and parents can provide opportunities to learn specific content by scaffolding children's play. Parent-child synchrony (i.e., harmony, reciprocity and responsiveness in interactions) is a component of parent-child interactions that is not well characterized in studies of play. We tested whether…
Descriptors: Play, Mothers, Parent Child Relationship, Executive Function
Page, Tom; Thorsteinsson, Gisli – Journal on Educational Psychology, 2017
This article reports a study that aimed to contribute to the theory of good toy design in terms of the value of using toys for children development. Moreover, the study attempts to evaluate ways in which children play and study the toys they commonly use with respect to how it influence their adulthood. The authors firstly looked into the…
Descriptors: Toys, Design, Child Development, Interviews
Voulgari, Iro; Komis, Vassilis; Sampson, Demetrios G. – Educational Technology Research and Development, 2014
Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this…
Descriptors: Computer Games, Educational Technology, Teaching Methods, Student Attitudes
Salminen, Jonna; Koponen, Tuire; Räsänen, Pekka; Aro, Mikko – Mathematical Thinking and Learning: An International Journal, 2015
Weaknesses in early number skills have been found to be a risk factor for later difficulties in mathematical performance. Nevertheless, only a few intervention studies with young children have been published. In this study, the responsiveness to early support in kindergarteners with most severe difficulties was examined with two different computer…
Descriptors: At Risk Students, Kindergarten, Mathematics Skills, Computer Assisted Instruction
de Vries, Marieke; Prins, Pier J. M.; Schmand, Ben A.; Geurts, Hilde M. – Journal of Child Psychology and Psychiatry, 2015
Background: People with autism spectrum disorders (ASDs) experience executive function (EF) deficits. There is an urgent need for effective interventions, but in spite of the increasing research focus on computerized cognitive training, this has not been studied in ASD. Hence, we investigated two EF training conditions in children with ASD.…
Descriptors: Autism, Pervasive Developmental Disorders, Executive Function, Intervention
Coldren, Jeffrey T. – Mind, Brain, and Education, 2013
Children's ability to shift behavior in response to changing environmental demands is critical for successful intellectual functioning. While the processes underlying the development of cognitive control have been thoroughly investigated, its functioning in an ecologically relevant setting such as school is less well understood. Given the alarming…
Descriptors: Kindergarten, Young Children, Cognitive Development, Self Control
Schifter, Catherine C.; Cipollone, Maria; Moffat, Frederick – International Association for Development of the Information Society, 2013
This paper describes an exploratory study observing the use of "Minecraft" (a popular sandbox style online video game environment) in a high school English literature classroom. We use Piaget and Inhelder's (1969) constructivist theories about the formal operational stage of development to interpret the concepts of plot and…
Descriptors: Video Games, Computer Games, High Schools, English Literature
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