Publication Date
In 2025 | 3 |
Since 2024 | 10 |
Since 2021 (last 5 years) | 38 |
Since 2016 (last 10 years) | 75 |
Since 2006 (last 20 years) | 99 |
Descriptor
Source
Author
Botelho, Anthony | 2 |
Chan, Jenny Yun-Chen | 2 |
Hew, Khe Foon | 2 |
Hwang, Gwo-Jen | 2 |
Jabbari, Nasser | 2 |
Kynigos, Chronis | 2 |
Lee, Ji-Eun | 2 |
Newgarden, Kristi | 2 |
Ottmar, Erin | 2 |
Peterson, Mark | 2 |
Smyrnaiou, Zacharoula | 2 |
More ▼ |
Publication Type
Reports - Research | 100 |
Journal Articles | 91 |
Tests/Questionnaires | 9 |
Speeches/Meeting Papers | 4 |
Information Analyses | 2 |
Education Level
Higher Education | 30 |
Postsecondary Education | 26 |
Secondary Education | 22 |
Middle Schools | 16 |
Elementary Education | 14 |
Junior High Schools | 12 |
High Schools | 6 |
Grade 6 | 4 |
Elementary Secondary Education | 3 |
Grade 10 | 3 |
Grade 9 | 3 |
More ▼ |
Audience
Location
Turkey | 8 |
Russia | 4 |
Australia | 3 |
China | 3 |
Finland | 3 |
South Korea | 3 |
Taiwan | 3 |
Greece | 2 |
Hong Kong | 2 |
Japan | 2 |
Spain | 2 |
More ▼ |
Laws, Policies, & Programs
Elementary and Secondary… | 2 |
Assessments and Surveys
What Works Clearinghouse Rating
Rebecca Horrace – American Journal of Play, 2024
The author investigates the imaginative play of children online as they seek a common, shared space with others, in which to play. She looks at components of children's online play experiences, including mediated actions, discourses, literacies, sense of belonging, and online restrictions as they moved between digital and nondigital realities. She…
Descriptors: Play, Social Media, Computer Mediated Communication, Computer Games
Boris Vazquez-Calvo; Steven L. Thorne – Journal of Language, Identity, and Education, 2025
For fans of popular cultural products, digitization has meant the configuration of affinity spaces online and opportunities for learning in the "digital wilds," including incidental language learning and identity development. Through online multiparty written interaction, we explored how 15 Catalan-speaking gamers organized themselves to…
Descriptors: Foreign Countries, Video Games, Translation, Romance Languages
Mitzi J Ritzman; Roma Subramanian – Autism: The International Journal of Research and Practice, 2024
This study investigated the benefits and challenges of computer-mediated communication use among a sample of young adults who identify with the autism spectrum via semistructured interviews. The interviews revealed that participants enjoyed using computer-mediated communication technologies (e.g. Discord, Facebook, Steam, and Zoom) to fulfill…
Descriptors: Autism Spectrum Disorders, Young Adults, Computer Mediated Communication, Program Effectiveness
Eker, Halime; Tas, Ibrahim – International Journal of Technology in Education and Science, 2022
This study researches the mediating role of emotion regulation in the relationship between emotional autonomy and game addiction. The sample of the study consists of 335 adolescents. Ages of the sample are between 14 and 18, and the mean age is 15.78. 135 (40.3%) of the participants are 9th graders, 96 (28.7%) are 10th graders, 62 (18.5%) are 11th…
Descriptors: Adolescents, Emotional Response, Self Control, Personal Autonomy
Mustafa Seref Akin – International Journal of Game-Based Learning, 2023
The process of massive multiplayer online gamers and their social environment is analyzed in this context. Video games offer a platform for players to develop essential social and emotional skills with online gamers, such as predicting behaviors, providing support, and building relationships. Gaming serves as a communication channel, and games…
Descriptors: Foreign Countries, Computer Games, Video Games, Computer Mediated Communication
Kevser Tozduman Yarali – Journal of Learning and Teaching in Digital Age, 2025
Digital games are among the most common reasons children use the internet, and the time children spend playing digital games is increasing day by day. This research aims to identify the characteristics of the digital games most preferred by children, while also examining their digital gaming habits. The study was conducted using a qualitative…
Descriptors: Elementary School Students, Middle School Students, Computer Games, Handheld Devices
Kirsi Syynimaa; Kirsi Lainema; Timo Lainema – International Journal of Technology in Education, 2024
The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current…
Descriptors: Foreign Countries, Undergraduate Students, Game Based Learning, Educational Games
Sinem Aslan; Lenitra M. Durham; Nese Alyuz; Rebecca Chierichetti; Pete A. Denman; Eda Okur; David I. Gonzalez Aguirre; Julio C. Zamora Esquivel; Hector A. Cordourier Maruri; Sangita Sharma; Giuseppe Raffa; Richard E. Mayer; Lama Nachman – British Journal of Educational Technology, 2024
Previous research showed that the parents acknowledged the technology's benefits for their young children's learning, however, they are still worried about the extended screen time, lack of physical activity and lack of social interactions. To address these concerns, we developed Kid Space to enable pedagogically appropriate technology use for…
Descriptors: Parents, Young Children, Artificial Intelligence, Interpersonal Communication
Guangxiang Liu; Yue Zhang; Rui Zhang – Journal of Multilingual and Multicultural Development, 2024
Focusing on how a world of possibilities is opened up by language learners themselves, imagination has been regarded as an elusive but indispensable element in second language (L2) education. Drawing on notions of international posture (Yashima 2002), Ideal L2 Self (Dörnyei 2009), and imagined communities (Norton 2001), we theorised imagination…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Self Concept
Levy, Helena; Hanulíková, Adriana – Language Learning, 2023
We use a novel paradigm to examine the effect of language exposure and variable input on the acquisition of words in primary school--aged children. Children growing up with different languages and foreign or regional accents in their input might benefit from their experience with variability when learning new words from peers with unfamiliar…
Descriptors: Linguistic Input, Second Language Learning, Second Language Instruction, Pronunciation
Renan Seker; Tezcan Kartal; Adem Tasdemir; Ibrahim Serdar Kiziltepe – Journal of Education in Science, Environment and Health, 2023
Technology may lead to many new problems, especially for students at high school level. The ease of using and accessing technology increases the risk of the younger pupils' addiction to technology. Problematic uses of technology, especially among high school students, include internet use, instant messaging, online gaming, social networking and…
Descriptors: High School Students, Technology, Addictive Behavior, Internet
Maria Antonina Obojska; Potheini Vaiouli – International Journal of Multilingualism, 2025
Recent research shows that transnational families draw on digital media in their language learning. However, little systematic knowledge exists on the nature of these practices, the tools used, and the families' views regarding digital media use for language learning. This article addresses this knowledge gap, presenting the results of an online…
Descriptors: Family Relationship, Multilingualism, Language Usage, Information Technology
Gao, Ya; Pan, Lin – Language Learning Journal, 2023
Mobile-assisted language learning is a growing feature of contemporary language learning, and their distinct gamification design produces new and increasingly popular contexts for language learning. This paper explores the gamification features of the two most popular EFL vocabulary learning applications widely used by Asian learners --…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Grantee Submission, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods ("k"-means clustering, data…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes