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Showing 1 to 15 of 24 results Save | Export
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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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Melchor-Ferrer, Elias; Davia-Rodriguez, Maria Angeles – Education and Information Technologies, 2023
This paper introduces a computer application, based on The Alphabet Game, designed to assist students of all disciplines understand the key academic concepts used in their respective fields, with specific application to economics and the study of national accounts. This approach offers a valuable contribution, in view of the difficulties often…
Descriptors: Foreign Countries, Computer Games, Gamification, College Students
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Adrián Sabalete Suárez; Manuel Roblizo Colmenero – International Studies in Catholic Education, 2024
Skills enabling the integration of information and communications technology (ICT) in classrooms have become necessary for teachers' professional practice. Using an applied approach, this study conducts an analysis of the use of and attitudes and perceptions towards digital skills among Spanish teachers in Salesian schools. Given the relevance of…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Teacher Attitudes, Digital Literacy
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Melián Díaz, Dámari; Saorín, José Luis; Carbonell-Carrera, Carlos; de la Torre Cantero, Jorge – Technology, Pedagogy and Education, 2020
The relationship between two-dimensional elements and three-dimensional objects is an abstract process which generates difficulty for learning. This ability can be improved with exercises designed to improve spatial abilities. Many of those exercises aim at offering a single solution with the result that they are not the most suitable for…
Descriptors: Computer Games, Workshops, Creativity, Spatial Ability
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Conesa, Pedro Javier; Duñabeitia, Jon Andoni – Journal of Educational Research, 2021
In terms of critical skills for academic achievement, the literature has revealed that the development of executive functions (EF) plays a key role. Although numerous researchers have aimed to improve EF through computerized cognitive training interventions, the evidence of the effect derived from these interventions remains ambiguous. The purpose…
Descriptors: Preadolescents, Elementary School Students, Academic Achievement, Instructional Effectiveness
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Belda-Medina, Jose; Calvo-Ferrer, José Ramón – Education Sciences, 2022
There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates at a higher-education institution in Spain regarding the adoption of digital games in education.…
Descriptors: Computer Games, Game Based Learning, Preservice Teachers, Educational Games
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Castroviejo, Elena; Hernández-Conde, José V.; Lazaridou-Chatzigoga, Dimitra; Ponciano, Marta; Vicente, Agustín – Language Learning and Development, 2023
This paper reports an experiment that investigates interpretive distinctions between two different expressions of generalization in Spanish. In particular, our aim was to find out when the distinction between generic statements (GS) such as "Tigers have stripes" and universally quantified statements (UQS) such as "All tigers have…
Descriptors: Spanish Speaking, Age Groups, Accuracy, Semantics
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Matute-Vallejo, Jorge; Melero-Polo, Iguácel – Australasian Journal of Educational Technology, 2019
This study aimed to empirically predict the degree of acceptance of an online business simulation game in an educational context. To do so, this study proposed an extended technology acceptance model that includes variables such as perceived enjoyment and flow. In addition, the moderating role of students' personal innovativeness in the technology…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Computer Games
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Fanjul-Peyró, Carlos; González-Oñate, Cristina; Peña-Hernández, Pedro-Jesús – Comunicar: Media Education Research Journal, 2019
The eGames business (online video games) in Spain generated more than 1.8 trillion euros in profits in 2016. Advertising is no stranger to the potential of this market, and brands study the best ways of approaching and adapting to the world of eGames. In this report, we analyze which the most effective advertising strategies for brands in the…
Descriptors: Foreign Countries, Computer Games, Video Games, Advertising
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Carbonell Carrera, Carlos; Saorín, José Luis; Hess Medler, Stephany – Journal of Geography, 2018
Cartographic interpretation requires accurate spatial orientation. Two main sources of spatial knowledge acquisition inform spatial orientation ability: map-like perspective (map reading), and ground level perspective (wayfinding). The Pokémon GO game incorporates both types as players use a map to orient themselves while also moving around in the…
Descriptors: Spatial Ability, Geographic Information Systems, Computer Games, Maps
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Navarro-Martinez, Oscar; Peña-Acuña, Beatriz – Journal of New Approaches in Educational Research, 2022
In the last two decades, the great technological advances sweeping society have made inroads into the educational sphere. The use of information and communication technology and social networks has opened up new possibilities for student learning, which require appropriate treatment by family and teachers. This quantitative study takes a new…
Descriptors: Information Technology, Social Networks, Correlation, Academic Achievement
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Sierra, Javier; Suárez-Collado, Ángela – International Journal of Sustainability in Higher Education, 2021
Purpose: There is a growing trend in higher education institutions to develop multi-disciplinary approaches to education for sustainable development and to implement student-centered and problem-based methodologies to increase student engagement and satisfaction. This paper aims to present an innovative methodology to increase student awareness…
Descriptors: Economic Factors, Decision Making, Sustainable Development, Objectives
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Pérez-Manzano, Antonio; Almela-Baeza, Javier – Comunicar: Media Education Research Journal, 2018
The current growth in gamification-based applications, and especially in what is known as Digital Game-based Learning (DGBL), is providing new opportunities with considerable educational potential. In the present study, we report on the results of the progress of a project for developing a setting for a gamified website carried out ad hoc,…
Descriptors: Educational Games, Science Careers, Adolescents, Computer Games
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Calvo-Ferrer, José Ramón – Interactive Learning Environments, 2020
Although the "digital natives" theory is still used to justify the implementation of technologies such as video games in the language classroom, whether digital nativeness (i.e. the extent to which an individual embodies the characteristics attributed to digital natives) may be used as a predictor of digital game-based learning outcomes…
Descriptors: Computer Games, Video Games, Second Language Instruction, Second Language Learning
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Montaner-Villalba, Salvador; Lander, Bruce; Morgana, Valentina; Leier, Vera; Selwood, Jaime; Einum, Even; Redondo, Sergio Esteban – Research-publishing.net, 2020
There is no doubt that Computer Mediated Communication (CMC) and mobile mediated communication are linked as technology continues to transform the way we communicate with each other. Campbell (2019) analyzed how mobile communication evolved into portable devices to form a complete system of mobile media, reshaping the fabric of our social lives…
Descriptors: Computer Mediated Communication, Handheld Devices, Telecommunications, Computer Software
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