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Na Dong; Suebsiri Saelee – International Journal of Education and Literacy Studies, 2025
In the contemporary context of rapid digitalization and evolving youth interests, traditional art forms such as Nanjing Paper-Cutting face significant challenges in preserving their cultural significance. This study explores the semantic transformation of Nanjing Paper-Cutting symbols within digital games and their potential value in cultivating…
Descriptors: Art, Paper (Material), Cultural Awareness, Computer Games
Sam Ihlenfeldt; Gregory K. W. K. Chung; Susan Lyons; Jordan Lawson; Elizabeth J. K. H. Redman – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2025
In this evaluation study, we investigated the extent to which Solitaired.com's online game, Solitaire, could be used to model players' performance on several validated cognitive tests commonly associated with mental acuity (i.e., memory and processing speed). Prior research found that Solitaire gameplay is affected by mild cognitive impairment and…
Descriptors: Computer Games, Cognitive Tests, Cognitive Processes, Reaction Time
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Peter Baldwin; Victoria Yaneva; Kai North; Le An Ha; Yiyun Zhou; Alex J. Mechaber; Brian E. Clauser – Journal of Educational Measurement, 2025
Recent developments in the use of large-language models have led to substantial improvements in the accuracy of content-based automated scoring of free-text responses. The reported accuracy levels suggest that automated systems could have widespread applicability in assessment. However, before they are used in operational testing, other aspects of…
Descriptors: Artificial Intelligence, Scoring, Computational Linguistics, Accuracy
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Bernardo Benites de Cerqueira; Andressa Aparecida Garces Gamarra Salem; Caroline de Oliveira Cardoso; Rochele Paz Fonseca; João Batista Mossmann; Débora Nice Ferrari Barbosa – Education and Information Technologies, 2025
Executive Functions are essential for good school performance as well as for the proper development of individuals' socio-affective, vocational, academic, and planning skills. Investigations with digital games aimed at stimulating inhibitory control of the executive functions in the school environment, especially with typically developing children…
Descriptors: Elementary School Students, Grade 3, Grade 4, Pilot Projects
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Kuuku Nyameye Wilson; Benjamin Ghansah; Patricia Ananga; Stephen Opoku Oppong; Winston Kwamina Essibu; Einstein Kow Essibu – Education and Information Technologies, 2025
This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether…
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology
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Ying Zhang – Applied Linguistics, 2025
A small number of studies have explored the effects of digital gaming on second/foreign language (L2) pragmatic competence. However, the effectiveness of massively multiplayer online role-playing games (MMORPGs) germane to L2 pragmatic development remains unclear because most game-mediated pragmatics studies have focused on educational games.…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Computer Games
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Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Hao-Chiang Koong Lin; Chun-Hsiung Tseng; Nian-Shing Chen – Educational Technology & Society, 2025
In recent years, learning programming has been a challenge for both learners and educators. How to enhance student engagement and learning outcomes has been a significant concern for researchers. This study examines the effects of AI-based pedagogical agents on students' learning experiences in programming courses, focusing on web game development…
Descriptors: Programming, Learner Engagement, Self Efficacy, Artificial Intelligence
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Galip Bedir; Ibrahim Benek; Eda Yuca; Ismail Donmez – Journal of Education in Science, Environment and Health, 2025
Artificial Intelligence (AI) emerges as the development of computer systems and software that imitate human abilities and perform human-like tasks. Understanding what gifted students think about this system that includes deep cognitive abilities is considered important. Based on this premise, this study examines the perceptions of gifted students…
Descriptors: Gifted, Student Attitudes, Freehand Drawing, Artificial Intelligence
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Danielle Herro; Golnaz Arastoopour Irgens; Jeremiah Akhigbe; McKenzie Martin Rowland – Journal of Digital Learning in Teacher Education, 2025
Preparing elementary-aged children to practice data science literacies is important and understudied. Our research investigates how data science curricula might be effectively designed and integrated into elementary classroom instruction. We use narrative case study methodology, focusing on a single case detailing a second-grade teacher's approach…
Descriptors: Data Science, Computer Games, Handheld Devices, Grade 2
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Olcan Aslan; Irem Topuz; Jale Eldeleklioglu – Educational and Developmental Psychologist, 2025
Objective: The aim of this study is to investigate the mediating role of digital game addiction in the relationship between school belonging and psychological resilience of adolescents in middle school. Considering school belonging together with digital game addiction may help to better understand the risk and protective factors of psychological…
Descriptors: Addictive Behavior, Psychological Patterns, Correlation, Student School Relationship
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Yanan Shen; Habibah Ab Jalil; Rahimah Jamaluddin – Educational Technology & Society, 2025
Digital gameplay and digital multimodal composition (DMC) are promising multimodal literacy practices. Nevertheless, research on their incorporation in literacy classrooms to foster students' multimodal literacy skills is lacking. This qualitative case study explored how two groups of Chinese adolescents used multimodal literacy in digital…
Descriptors: Foreign Countries, Adolescents, Multiple Literacies, Digital Literacy
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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
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Nesrin Isikoglu; Kadriye Selin Budak; Müzeyyen Guzen – Early Childhood Education Journal, 2025
The current study aims to identify changing trends in digital play addiction tendencies among young children and parental guidance strategies before, during, and after the COVID-19 pandemic. In light of the bioecological model of development, it was hypothesized that the pandemic would have a significant impact on the addiction to digital play…
Descriptors: Young Children, Play, Addictive Behavior, Parent Role
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