Publication Date
In 2025 | 2 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Game Based Learning | 3 |
Problem Solving | 3 |
Video Games | 3 |
Technology Uses in Education | 2 |
21st Century Skills | 1 |
Achievement | 1 |
Anxiety | 1 |
Basic Skills | 1 |
Computers | 1 |
Educational Games | 1 |
Educational Technology | 1 |
More ▼ |
Source
Journal of Computer Assisted… | 3 |
Author
Bruce M. McLaren | 1 |
Caiyan Liu | 1 |
Chun-Chun Chang | 1 |
Eniko Orsolya Bereczki | 1 |
Gwo-Jen Hwang | 1 |
Huy A. Nguyen | 1 |
J. Elizabeth Richey | 1 |
Jieni Zhan | 1 |
Liang-Shiou Ou | 1 |
Michael Mogessie | 1 |
Xin Zhang | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Information Analyses | 1 |
Education Level
Elementary Education | 1 |
Grade 5 | 1 |
Grade 6 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Zhihui Cai; Xin Zhang; Caiyan Liu; Jieni Zhan – Journal of Computer Assisted Learning, 2025
Background: Problem-solving ability is an important skill for students to develop in the 21st century. Many previous studies have focused on the impact of diverse digital educational games on problem-solving ability. However, there is inconsistency in the findings, with some studies reporting positive effects of digital game-based learning (DGBL)…
Descriptors: Game Based Learning, Video Games, Problem Solving, 21st Century Skills
Chun-Chun Chang; Gwo-Jen Hwang; Liang-Shiou Ou – Journal of Computer Assisted Learning, 2025
Background: For learners with intellectual disability, it is a challenge and crucial issue to foster their life skills. These learners generally encounter several problems during the learning process, such as difficulties paying and maintaining attention, difficulties with memory and application and slow learning ability. Life skills training can…
Descriptors: Basic Skills, Intellectual Disability, Technology Uses in Education, Game Based Learning
Eniko Orsolya Bereczki; Zsofia K. Takacs; J. Elizabeth Richey; Huy A. Nguyen; Michael Mogessie; Bruce M. McLaren – Journal of Computer Assisted Learning, 2024
Background: Mindfulness practices enhance executive function skills and academic achievement, spurring interest in integrating mindfulness interventions into education. Embedding mindfulness practice into a digital math game may provide a low-cost, scalable way to induce mindfulness and boost game-based learning, yet this approach remains…
Descriptors: Metacognition, Educational Games, Video Games, Game Based Learning