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Chapman, Jared R.; Kohler, Tanner B.; Gedeborg, Sam – Journal of Educational Computing Research, 2023
Research on gamification's effects in educational environments has been a growing domain in recent years. As research has demonstrated the power of gamified systems to effectively motivate learners in educational settings, it has also become clear that not all individuals are motivated in the same way, or to the same extent, by the same gamified…
Descriptors: Educational Technology, Gamification, Student Motivation, Student Attitudes
Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
Udeozor, Chioma; Russo Abegão, Fernando; Glassey, Jarka – Journal of Educational Computing Research, 2022
The growing interest in the use of digital games for education resulted in the expansion of the field of game-based learning. There have been several research on the perceptions and attitudes of students towards the use of games for learning. These studies have tried to understand what students make of the use of digital games for learning, as it…
Descriptors: Game Based Learning, Computer Games, Engineering Education, Student Attitudes
Baek, Youngkyun; Touati, Achraf – Journal of Educational Computing Research, 2020
This article reports an empirical study that explores gender differences in both cooperative and collaborative social gaming in relation to achievements and attitudes. Another aim was to compare students' game attitudes, feelings toward group work, and achievements in cooperative versus collaborative digital game-based learning environments. One…
Descriptors: Foreign Countries, Elementary School Students, Games, Play
Sun, Dan; Ouyang, Fan; Li, Yan; Chen, Hongyu – Journal of Educational Computing Research, 2021
Pair programming is a collaborative learning mode to foster novice learners' computer programming. Previous empirical research has reported contrasting conclusions about the effect of pair programming on student learning. To further understand students' pair programming, this study uses a mixed method to analyze three contrasting pairs'…
Descriptors: Cooperative Learning, Programming, Computer Science Education, Junior High School Students
Chen, Hao-Jan Howard; Hsu, Hsiao-Ling; Chen, Zhi-Hong; Todd, Andrew G. – Journal of Educational Computing Research, 2021
Many studies have found that computer video games can offer a facilitative vocabulary learning environment. Among different types of computer games, adventure games have received much attention because of their rich input and immersive learning environment. However, some researchers have indicated that because of the characters' fast-talking speed…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2020
As game-based learning continues to draw attention, students' perceptions toward classroom activities are vital in influencing the quality of learning. This study used the social cognitive theory to show the perception traits of learning and playing in game-based environments and for students to identify their self-efficacy toward game-based…
Descriptors: Game Based Learning, Self Efficacy, Student Attitudes, Personality Traits
Hwang, Wu-Yuin; Manabe, Kinnosuke; Cai, Dong-Jhe; Ma, Zhao-Heng – Journal of Educational Computing Research, 2020
The aim of this study is to present three contributing factors to kinesthetic learning. This study employed advanced recognition technologies, pedagogical mechanisms, and interesting activity design. First, kinesthetic learning with a speaking accuracy measuring function to facilitate English as foreign language (EFL) learning is proposed. Namely,…
Descriptors: Kinesthetic Methods, Second Language Learning, Second Language Instruction, English (Second Language)
Japanese Students' Perceptions of Digital Game Use for English-Language Learning in Higher Education
Bolliger, Doris U.; Mills, Daniel; White, Jeremy; Kohyama, Megumi – Journal of Educational Computing Research, 2015
Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Video Games

Chappell, Kelly K. – Journal of Educational Computing Research, 1997
Describes two studies that investigated the impact of three features of educational software (aggressive distracters, competition, and underrepresentation of female characters) on girls' attitudes toward software. Results of studies with sixth- and and seventh-grade female mathematics students are discussed based on the Computer Game Attitude…
Descriptors: Analysis of Variance, Competition, Computer Attitudes, Computer Games

Chappell, Kelly K.; Taylor, Catherine S. – Journal of Educational Computing Research, 1997
Describes the development of the Computer Game Attitude Scale (CGAS) which evaluates student attitudes toward educational computer games and is based on the Computer Attitude Scale. Results of a study conducted with middle school students are discussed; these results indicate that the CGAS produced reliable test scores that may aid in evaluation.…
Descriptors: Attitude Measures, Computer Assisted Instruction, Computer Attitudes, Computer Games

Rocheleau, Bruce – Journal of Educational Computing Research, 1995
Studies patterns of computer use based on data from the National Science Foundation's Longitudinal Study of American Youth in which 7th- and 10th-grade students were surveyed for five consecutive years. Highlights include parental backgrounds; socioeconomic status; parental attitudes; student attitudes; gender differences; computer ownership; and…
Descriptors: Academic Achievement, Computer Assisted Instruction, Computer Games, Computer Use