Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 5 |
Descriptor
| Computer Games | 9 |
| Educational Games | 9 |
| Learning Disabilities | 9 |
| Academic Achievement | 3 |
| Computer Assisted Instruction | 3 |
| Dyslexia | 3 |
| Instructional Effectiveness | 3 |
| Learner Engagement | 3 |
| Mathematics Skills | 3 |
| Teaching Methods | 3 |
| Case Studies | 2 |
| More ▼ | |
Source
Author
| Abras, Tatiana | 1 |
| Bahr, Christine M. | 1 |
| Diggs, Craig S. | 1 |
| Gardeli, Anna | 1 |
| Hollingsworth, Maurice | 1 |
| Ke, Fengfeng | 1 |
| Koh, Caroline | 1 |
| Malouf, David B. | 1 |
| Olkun, Sinan | 1 |
| Rieth, Herbert J. | 1 |
| Sari, Mehmet Hayri | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 8 |
| Reports - Research | 6 |
| Dissertations/Theses -… | 1 |
| Guides - Classroom - Teacher | 1 |
| Information Analyses | 1 |
| Reports - Descriptive | 1 |
| Reports - Evaluative | 1 |
Education Level
| Elementary Education | 1 |
| Grade 4 | 1 |
| Intermediate Grades | 1 |
| Middle Schools | 1 |
Audience
| Practitioners | 2 |
| Researchers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
| Metropolitan Achievement Tests | 1 |
| Raven Progressive Matrices | 1 |
What Works Clearinghouse Rating
Koh, Caroline – International Journal of Disability, Development and Education, 2022
This paper provides a qualitative meta-analysis of the literature on the use of serious games to assist learners with intellectual and developmental disabilities. It aims to identify the research trends and the possible directions for future research. The study begins with a preliminary online search and selection of a sample of articles to…
Descriptors: Educational Games, Students with Disabilities, Intellectual Disability, Learner Engagement
Sari, Mehmet Hayri; Olkun, Sinan – International Online Journal of Primary Education, 2020
Learning or doing mathematics involves approximate quantification. The purpose of this research was to improve approximate number system acuity in primary school students with low achievement in mathematics. A quasi-experimental, pre-test, post-test design with a control group was utilized. Mathematics Achievement Test (MAT), Arithmetic…
Descriptors: Mathematics Instruction, Learning Disabilities, At Risk Students, Elementary School Students
Zikai Wen – ProQuest LLC, 2021
Drill and practice is a well-received approach to repeatedly train learners' skills through a series of exercises and to reward them with corrective feedback. However, drill-based training may not improve learners' performance if its exercises are badly designed (e.g., not fun, not relevant to the learning goal, and becoming too difficult or too…
Descriptors: Educational Games, Game Based Learning, Computer Games, Artificial Intelligence
Ke, Fengfeng; Abras, Tatiana – British Journal of Educational Technology, 2013
In this paper, we describe an in situ study that examined the diverse design features and effects of three pre-algebra games for middle school children who have either challenges with learning or different language backgrounds. Data were collected through in-field observation, artifact analysis, school performance report and knowledge test during…
Descriptors: Algebra, Middle School Students, Learning Disabilities, Computer Games
Skiada, Roxani; Soroniati, Eva; Gardeli, Anna; Zissis, Dimitrios – Themes in Science and Technology Education, 2014
Dyslexia is one of the most common learning difficulties affecting approximately 15 to 20 per cent of the world's population. A large amount of research is currently being conducted in exploring the potential benefits of using Information & Communication Technologies as a learning platform for individuals and especially children with such…
Descriptors: Dyslexia, Learning Disabilities, Children, Computer Oriented Programs
Peer reviewedMalouf, David B. – Journal of Special Education, 1988
Learning-disabled sixth through eighth grade students (n=25) received vocabulary instruction involving matching negation prefixes to root words. The students used an instructional computer game or a computer program that operated identically but without game features. Both programs produced equal gains in task skill, but the game produced higher…
Descriptors: Achievement Gains, Comparative Analysis, Computer Games, Courseware
Peer reviewedHollingsworth, Maurice; Woodward, John – Exceptional Children, 1993
Thirty-seven secondary students with learning disabilities were taught health facts and concepts, which they then applied to problem-solving exercises presented through computer simulation games. Students who were taught an explicit strategy for solving problems performed better on two transfer measures than students given supportive feedback and…
Descriptors: Computer Assisted Instruction, Computer Games, Educational Games, Feedback
Peer reviewedBahr, Christine M.; Rieth, Herbert J. – Computers in the Schools, 1989
Discussion of the use of microcomputers by special education students highlights a study that compared the effects of a drill and practice program with an instructional computer game on the acquisition of multiplication skills among junior high and high school learning disabled students. (22 references) (LRW)
Descriptors: Academic Achievement, Comparative Analysis, Computer Assisted Instruction, Computer Games
Diggs, Craig S. – Learning & Leading with Technology, 1997
Presents a case study that shows how computer technology, including educational computer games and searching the World Wide Web, helped a fourth-grade student with learning disabilities and behavior disorders begin to succeed academically and to interact with his peers. Finding students' own interests to base activities on is emphasized. (LRW)
Descriptors: Academic Achievement, Behavior Disorders, Case Studies, Computer Assisted Instruction

Direct link
