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Lamb, Richard L. – Journal of Science Education and Technology, 2016
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the…
Descriptors: Cognitive Processes, Computation, Models, Science Laboratories
Janpol, Henry L.; Dilts, Rachel – Applied Environmental Education and Communication, 2016
This research explored whether viewing documentary films about the natural or built environment can exert a measurable influence on behaviors and perceptions. Different documentary films were viewed by subjects. One film emphasized the natural environment, while the other focused on the built environment. After viewing a film, a computer game…
Descriptors: Documentaries, Films, Conservation (Environment), Program Effectiveness
Gordon, Iris; Pierce, Matthew D.; Bartlett, Marian S.; Tanaka, James W. – Journal of Autism and Developmental Disorders, 2014
Children with autism spectrum disorder (ASD) show deficits in their ability to produce facial expressions. In this study, a group of children with ASD and IQ-matched, typically developing (TD) children were trained to produce "happy" and "angry" expressions with the FaceMaze computer game. FaceMaze uses an automated computer…
Descriptors: Children, Autism, Pervasive Developmental Disorders, Nonverbal Communication
Wu, Ting-Ting – Journal of Computer Assisted Learning, 2018
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game-based English vocabulary practice…
Descriptors: Vocabulary Development, Learning Motivation, Telecommunications, Handheld Devices
Designing Effective Pedagogical Approaches with Next-Generation LMS for Students in Higher Education
Laohajaratsang, Thanomporn – THAITESOL Journal, 2018
This research examines a selection of academic articles, existing evidence, and early indications of newly-designed Learning Management System (LMS) tools/functions, and then analyzes and synthesizes the concepts to form a thorough description of the components within the concept of next-generation LMS. The comparison of conventional LMS and…
Descriptors: Management Systems, Artificial Intelligence, Social Media, Computer Mediated Communication
Bagley, E. A.; Shaffer, D. W. – Journal of Computer Assisted Learning, 2015
Research has shown that computer games and other virtual environments can support significant learning gains because they allow young people to explore complex concepts in simulated form. However, in complex problem-solving domains, complex thinking is learned not only by taking action, but also with the aid of mentors who provide guidance in the…
Descriptors: Computer Games, Simulated Environment, Thinking Skills, Mentors
Siko, Jason P.; Barbour, Michael K. – Computers in the Schools, 2015
Homemade PowerPoint games are a low-tech alternative for using game design in classrooms. To date, much of the research examining the games has not shown an improvement in performance. This has led some to question whether the games are properly aligned with the instructional strategies researchers have used as justifications to support using…
Descriptors: Computer Games, Design, Student Projects, Performance
Cardoso, Walcir; Rueb, Avery; Grimshaw, Jennica – Research-publishing.net, 2017
This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing…
Descriptors: Educational Games, Computer Games, Teaching Methods, Telecommunications
Kiili, Kristian; Ketamo, Harri – IEEE Transactions on Learning Technologies, 2018
Even though digital learning games have become common in education, relatively little is known about the usefulness of game-based assessment. This paper aims to explore if a game-based math test can provide added value to math education with respect to cognitive and affective outcomes. We used in-game measures, embedded in the game called Semideus…
Descriptors: Mathematics Tests, Outcomes of Education, Fractions, Grade 6
Mehrpour, Saeed; Ghayour, Maaedeh – Reading Matrix: An International Online Journal, 2017
The present study investigated the effects of educational computerized games on learning English spelling among Iranian children. In doing so, 66 young Iranian English learners with the average age of 9.5, attending the children's branch of Iran Language Institute (ILI), the most well-established state-run language teaching institute in Iran,…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Educational Games
Thomas, Antonio Lamar – Turkish Online Journal of Educational Technology - TOJET, 2017
The relatively little amount of time that some college students spend reading their textbooks outside of the classroom presents a significant threat to their academic success. Using Prenksy's (2001) digital game-based learning (DGBL) principles and Astin's student involvement theory as frameworks, the purpose of this true experiment was to…
Descriptors: Textbooks, Electronic Publishing, Textbook Content, Two Year College Students
Van de Sande, E.; Segers, E.; Verhoeven, L. – Journal of Computer Assisted Learning, 2016
The present study examined how embedded activities to support executive functions helped children to benefit from a computer intervention that targeted preliteracy skills. Three intervention groups were compared on their preliteracy gains in a randomized controlled trial design: an experimental group that worked with software to stimulate early…
Descriptors: Executive Function, Children, Emergent Literacy, Computer Literacy
Gil, Sandrine; Aguert, Marc; Bigot, Ludovic Le; Lacroix, Agnès; Laval, Virginie – International Journal of Behavioral Development, 2014
The ability to infer the emotional states of others is central to our everyday interactions. These inferences can be drawn from several different sources of information occurring simultaneously in the communication situation. Based on previous studies revealing that children pay more heed to situational context than to emotional prosody when…
Descriptors: Emotional Response, Intonation, Nonverbal Communication, Computer Games
Huang, Biyun; Hwang, Gwo-Jen; Hew, Khe Foon; Warning, Peter – Distance Education, 2019
Gamification offers potential for improving students' online discussion quantity and the depth of discussion content. However, very few studies have examined the social network patterns when students are posting and providing peer-feedback to each other in gamification-based environments. In response to those gaps, this study used a learning…
Descriptors: Computer Games, Peer Relationship, Comparative Analysis, Feedback (Response)
Calvo-Ferrer, José Ramón – British Journal of Educational Technology, 2017
According to different authors, computer games not only teach contents and skills, but also do so in a more efficient manner, allowing long-lasting learning. However, there is still little consensus on this matter as different studies put their educational benefits into question, especially when used without instructional support. An empirical…
Descriptors: Educational Games, Vocabulary Development, Regression (Statistics), Computer Games

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