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Chunying Gao; Fuxing Wang; Jiaxue Chen; Yu Tong; Yinghe Chen – Mind, Brain, and Education, 2024
Children are increasingly using educational apps, but little research has been conducted to determine their effectiveness. The current study compared the effect of an interactive touchscreen app to the effect of a noninteractive video about the app on young children's Chinese characters learning and executive functions (EFs). In a mixed…
Descriptors: Preschool Children, Emergent Literacy, Chinese, Educational Games
Ismael E. Espinosa-Curiel; Carlos A. Garcia de Alba-Chavez – IEEE Transactions on Learning Technologies, 2024
Serious video games provide a immersive learning environment for agriculture by simulating real-life challenges scenarios. However, empirical evidence of their effectiveness is sparse. This scoping review follows PRISMA-ScR guidelines to summarize literature on serious video games for agricultural learning, highlighting research trends and…
Descriptors: Educational Games, Agricultural Education, Video Games, Content Analysis
Putri Sekar Melati; Eka Cahya Prima; Eliyawati – Journal of Science Learning, 2023
The topic of the Human Reproductive System integrated with comprehensive sex education was selected for this research because the concept of the human reproductive system is highly related to daily life. This study aims to develop an Android game application named "HUPROSED" for learning media on human reproductive system topics…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Educational Technology
Jost, Patrick; Rangger, Sebastian; Künz, Andreas – International Association for Development of the Information Society, 2023
With the growing prevalence of mobile apps for self-directed learning, educational games increasingly find their place in everyday routines, becoming accessible to a broad audience. Despite the growing ease of content creation by artificial intelligence computing, the challenge of designing effective and engaging Serious Games remains,…
Descriptors: Telecommunications, Handheld Devices, Mathematics Instruction, Educational Games
Nicola Urquhart; Joanne Lee; Eileen Wood – Journal of Research in Childhood Education, 2024
The accessibility of mobile technologies opens a new world of possibilities for parents to support their children's learning through game-based numeracy apps. Carefully designed numeracy apps can be effective at improving children's foundational numeracy skills. In the absence of industry standards for quality, however, it is important to…
Descriptors: Foreign Countries, Preschool Children, Mathematics Education, Handheld Devices
DeArmond, Marc C.; Shelton, Brett E.; Hsu, Yu-Chang – International Journal of Game-Based Learning, 2022
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Educational Technology
Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs
Joy Lorenzo Kennedy; Claire G. Christensen; Tiffany Salone Maxon; Sarah Nixon Gerard; Elisa B. Garcia; Janna F. Kook; Naomi Hupert; Phil Vahey; Shelley Pasnik – Grantee Submission, 2022
Informational text--resources whose purpose is to inform--is essential to daily life and fundamental to literacy. Unfortunately, young children typically have limited exposure to informational text. Two 9-week randomized controlled trials with 263 first-grade children from low-income communities examined whether free educational videos and digital…
Descriptors: Elementary School Students, Grade 1, Low Income Students, Literacy
Joy Lorenzo Kennedy; Claire G. Christensen; Tiffany Salone Maxon; Sarah Nixon Gerard; Elisa B. Garcia; Janna F. Kook; Naomi Hupert; Phil Vahey; Shelley Pasnik – American Educational Research Journal, 2022
Informational text--resources whose purpose is to inform--is essential to daily life and fundamental to literacy. Unfortunately, young children typically have limited exposure to informational text. Two 9-week randomized controlled trials with 263 first-grade children from low-income communities examined whether free educational videos and digital…
Descriptors: Elementary School Students, Grade 1, Low Income Students, Literacy
Yong Zeng – ProQuest LLC, 2023
This dissertation delves into the pedagogical implications of handheld/mobile game features on EFL learners' vocabulary learning outcomes. The research is segmented into two comprehensive studies. The first study, a systematic review spanning from 2011 to July 2022, scrutinizes empirical research detailing the correlation between various game…
Descriptors: Educational Technology, Handheld Devices, Game Based Learning, English (Second Language)
Vasalou, Asimina; Vezzoli, Yvonne; Joye, Nelly; Sumner, Emma; Benton, Laura; Herbert, Elisabeth; Gan, Liping – Journal of Research in Reading, 2022
Background: Approaches to teacher professional development, such as learning designs (LDs), can facilitate primary school teachers' appropriation of literacy technology in the classroom. LDs are detailed learning activities and interventions designed by teachers to plan their use of technology. Methods: Using a creative design methodology to carry…
Descriptors: Elementary School Teachers, Professional Development, Educational Technology, Literacy
Olimpio, Anara; Notargiacomo, Pollyana – International Association for Development of the Information Society, 2020
The article analyzes the success of interactive methods for evaluating digital tools and digital games with a focus on usability. To do so, it maps out the game's heuristic evaluations of usability, called playability. In this context, a bibliographic review was performed, seeking to encompass the most prominent authors as well as the articles…
Descriptors: Educational Games, Usability, Evaluation, Design
Effect of Game-Based, Social Media, and Classroom-Based Instruction on the Learning of Phrasal Verbs
Roohani, Ali; Heidari Vincheh, Maryam – Computer Assisted Language Learning, 2023
Mobile-assisted language learning (MALL), which provides access to learning without the constraints of place and time, is worthy of exploration for pedagogical purposes. Given the use of gaming applications and social media as potential instructional methods for MALL, this study investigated the effect of these two methods, along with traditional…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, Game Based Learning
Ugur-Erdogmus, Feray; Çakir, Recep – Journal of Educational Computing Research, 2022
The purpose of this study was to examine a gamified mobile application's effect on students' achievement, and whether the player types of the students predicted their achievement scores. A "pretest-posttest control group design" research was conducted with 65 undergraduate students taking a compulsory online course. In the study, a…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, History Instruction
Sun, Zhong; Lin, Chin-Hsi; Lv, Kaiyue; Song, Jie – Educational Technology Research and Development, 2021
Mobile serious games are increasingly utilized as educational tools in elementary schools, and a considerable body of research has focused on evaluating such games' educational effectiveness. However, such work has generally ignored learning processes, and especially how knowledge is constructed. Given the important role of knowledge construction…
Descriptors: Telecommunications, Handheld Devices, Elementary School Students, Educational Games