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Showing 1 to 15 of 24 results Save | Export
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Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
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Eadaoin J. Slattery; Paula Lehane; Deirdre Butler; Michael O'Leary; Kevin Marshall – Review of Education, 2025
Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Children
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David, Oana Alexandra; Costescu, Cristina; Cardos, Roxana; Mogoase, Cristina – Child & Youth Care Forum, 2020
Background: Children and adolescents are major computer and technology gadget users. While serious games hold important promises for promoting health-related behavioral change and mental health among children and adolescents, their efficacy is yet unclear. Objectives: We conducted a systematic review and meta-analysis aimed to offer a…
Descriptors: Educational Games, Computer Games, Mental Health, Health Promotion
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Fitriyana, Nur; Wiyarsi, Antuni; Sugiyarto, K. H.; Ikhsan, Jaslin – Journal of Turkish Science Education, 2021
The presence of technology is one of prominent characteristics of the 21st century learning system. This study aims to seek the influences of hybrid learning with video conference and chemistry on android game (chemondro-game) on students' self-efficacy, self-regulated learning, and achievement toward chemistry of hydrocarbon topics. Through…
Descriptors: Blended Learning, Videoconferencing, Game Based Learning, Computer Games
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Kapp, Felix; Spangenberger, Pia; Kruse, Linda; Narciss, Susanne – Metacognition and Learning, 2019
Self-evaluation of one's competences is considered a core factor in various domains of human functioning, including learning and instruction, as well as academic and vocational choices. Researchers from the fields of metacognition and learning, as well as motivation and learning have thus intensively investigated issues related to the…
Descriptors: Educational Games, Self Evaluation (Individuals), Technological Literacy, Self Efficacy
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Barwood, Donna; Smith, Sandra; Miller, Margaret; Boston, Julie; Masek, Martin; Devine, Amanda – Australian Journal of Teacher Education, 2020
The development of healthy eating habits in adolescents is challenging. Resultantly, health educators are turning to digital devices to engage young people in nutrition education. This paper focuses on the development and evaluation of a computer game (Test Game B) to support healthier food choices. Test Game B was developed at an Australian…
Descriptors: Foreign Countries, Eating Habits, Adolescents, Nutrition Instruction
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Chuechote, Suparat; Nokkaew, Artorn; Phongsasithorn, Apichat; Laosinchai, Parames – Contemporary Educational Technology, 2020
Sorting is a fundamental computing concept. As for today, it is taught at the secondary school level. However, this kind of algorithm is an obstacle for some students due to its high level of abstraction. To prevent discouragement as well as to incorporate a fun and challenging algorithmic task, a novel tablet-based digital game,…
Descriptors: Thinking Skills, Computer Games, Game Based Learning, High School Students
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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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Roodt, Sumarie; Ryklief, Yusuf – International Journal of Game-Based Learning, 2019
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an…
Descriptors: Game Based Learning, Vocational Education, Academic Achievement, Foreign Countries
Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices
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Theodoropoulos, Anastasios; Antoniou, Angeliki; Lepouras, George – ACM Transactions on Computing Education, 2017
Is there any relationship between students' cognitive style and the ability to learn programming through serious games? The aim of this work is to assess the learning effectiveness and motivational appeal of digital games for learning basic programming concepts, involving secondary education students. For this purpose, the Code.org®'s activity…
Descriptors: Foreign Countries, Cognitive Style, Computer Science Education, Programming
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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
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Costa, Conceição; Sousa, Carla; Rogado, José; Henriques, Sara – International Journal of Game-Based Learning, 2017
The United Nations (UN) Convention (1989) on the Rights of the Child changed the way children are viewed and treated worldwide. The Convention has been affecting governments, civil society and the private sector. ICT driven companies on the internet should not be an exception. According to Livingstone, Carr and Byrne (2015), Internet governance…
Descriptors: Foreign Countries, Treaties, Childrens Rights, International Law
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Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2017
This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…
Descriptors: Computer Uses in Education, Gender Differences, Age Differences, Instructional Effectiveness
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Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
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