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Zhang, Shuhan; Wong, Gary K. W.; Chan, Peter C. F. – Education and Information Technologies, 2023
Coding games are widely used to teach computational thinking (CT). Studies have broadly investigated the role of coding games in supporting CT learning in formal classroom contexts, but there has been limited exploration of their use in informal home-based settings. This study investigated the factors that motivated students to use a coding game…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Coding
Po-Chi Tam – Pedagogy, Culture and Society, 2024
This paper reports a case study of teaching Cantonese to Hong Kong ethnic minority pre-schoolers using process drama. Based on Deleuzo-Guattarian concepts of minor literature and language, becoming and de-/re-territorialisation, this paper aims to reconceptualise a playful adaptation of process drama developed by Joe Winston (2012) as a…
Descriptors: Foreign Countries, Sino Tibetan Languages, Second Language Instruction, Minority Group Students
Lee, Pui Yuen; Lau, Kung Wong – Health Education, 2023
Purpose: Appropriate and deliberate use of drug prevention methods is the key to educating children about the dangers of addiction and the way of prevention. With the growing prevalence of digital games among youngsters, health education and communication among children can try adopting advergames on digital television instead of traditional…
Descriptors: Educational Games, Health Education, Prevention, Health Behavior
Zou, Di; Zhang, Ruofei; Xie, Haoran; Wang, Fu Lee – Australasian Journal of Educational Technology, 2021
Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students' learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the…
Descriptors: Computer Games, Educational Games, Game Based Learning, Role Playing
Chui, Wing Hong; Khiatani, Paul Vinod; She, Minnie Heep Ching; Wong, Chak Chong – Innovations in Education and Teaching International, 2020
This article assesses how an interactive simulation game, a modified version of Simulated Society (hereinafter 'SIMSOC-modified'), was used for teaching a theoretical criminology course in a Hong Kong university. Its use was intended to enable students to experience inequalities, in terms of wealth and power. The primary focus was to observe how…
Descriptors: College Instruction, Criminology, Foreign Countries, Active Learning
Günes, Gökhan – Early Child Development and Care, 2022
This study sought an answer to the question whether the digitalization of play is technological mutation or digital evolution. To this end, 14 studies published over the last five years were reviewed and discussed under four themes, namely digital technology and children, parents', and teachers' perceptions of digital technology, screen effects,…
Descriptors: Play, Young Children, Early Childhood Education, Video Games
Liu, Yingyi; Zhang, Xiao; Song, Zhanmei; Yang, Wen – Infant and Child Development, 2019
Based on a sample of 109 Hong Kong nursery children aged approximately 3 years and their parents, this study investigated how Chinese parents contributed to their very young children's mathematics achievement and disentangled mothers' and fathers' roles. Fathers and mothers were asked to independently report the frequencies of their own engagement…
Descriptors: Numeracy, Preschool Children, Asians, Mathematics Achievement
Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
Ting, Fridolin Sze Thou; Lam, Wai Hung; Shroff, Ronnie Homi – Education Sciences, 2019
Research has demonstrated the positive impact of active learning on students' learning outcomes, particularly in science, technology, engineering and mathematics (STEM) fields. However, few studies have explored the impact of active learning via problem-based collaborative games in large mathematics classes in the context of Asian tertiary…
Descriptors: Foreign Countries, Active Learning, Problem Based Learning, College Mathematics
Wong, Simpson W. L.; Cheng, Rebecca Wing-yi; Chow, Bonnie Wing-Yin; Chung, Sandrine Man-Chi – AERA Open, 2019
Learning to read two scripts at a young age is a demanding task. This study aims to develop games for building fundamental code-related emergent literacy skills among biscriptal preschoolers. We developed five games and tested them on a sample of 102 Chinese kindergarteners. The participants were aged 4 to 5 years and were learning English as a…
Descriptors: Chinese, English (Second Language), Emergent Literacy, Preschool Children
Lo, Chung Kwan; Hew, Khe Foon – Interactive Learning Environments, 2020
This study examines Grade 9 students' mathematics achievement and cognitive engagement under three different instructional approaches: traditional learning, flipped learning with gamification, and online independent study with gamification. The duration of the study lasted an entire school year. The central theories underpinning flipped learning…
Descriptors: Foreign Countries, Secondary School Students, Grade 9, Secondary School Mathematics
Jong, Morris Siu Yung; Dong, Anmei; Luk, Eric – Research and Practice in Technology Enhanced Learning, 2017
Serious gaming has been regarded as one of the important student-centric learning approaches in the coming decade. However, there has been a lack of in-depth discussion of the teacher role in the course of serious gaming when it is adopted in formal schooling. The study discussed in this paper is a piece of two-cycle design-based research,…
Descriptors: Game Based Learning, Teacher Role, Teaching Methods, Grade 11
Ling, Henry Wai-Hang; Tsang, Kenneth Ho-Him; Yu, Kenneth Sau-Yin; Lee, Vincent Wan-Ping; Wong, Johnny Chung-Yee; Ng, Ka-Ying; Sun, Icy; Ngan, Avis – International Journal of Game-Based Learning, 2021
This research explores the possibility of providing a general guideline for the use of LEGO® SERIOUS PLAY® (LSP) in youth work and examining the experiences of the frontline youth workers in Hong Kong who have adopted LSP to engage youngsters, who have been experiencing enormous socioeconomic challenges in different aspects. A 12-session workshop…
Descriptors: Foreign Countries, Educational Games, Toys, Play
So, Winnie Wing-Mui; Chen, Yu – Asia-Pacific Forum on Science Learning and Teaching, 2018
E-learning is playing a significant and increasing role in elementary science education. The purpose of this study was to explore how primary Grade 3 students constructed an understanding of seasons through a series of interactive e-learning activities. One class of Grade 3 students from one local primary school was invited to participate in this…
Descriptors: Electronic Learning, Elementary School Students, Weather, Grade 3
Hong, Christina, Ed.; Ma, Will W. K., Ed. – Lecture Notes in Educational Technology, 2023
This edited book seeks to evolve a global community of practice to share case studies, engage in critical discussion and spearhead thought leadership, to address the paradigm shift in next generation educational practice. This book showcases novel research studies in various forms and engenders interdisciplinary conversation and exchange…
Descriptors: Educational Practices, Global Approach, Interdisciplinary Approach, Information Technology